VOL. 1 ISS. 5, JULY 2019 
Paleotronic

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paleotronic

/ Zero plus one equals anything you can imagine. This magazine was created with a computer. I know, I know: “Thank you, Captain Obvious.” But fifty years ago most people would have laughed at that statement, declaring it ‘preposterous’. “Computers are for number-crunching!” they would have likely declared – “The cold logic of a computer will never be suited to any sort of creative endeavour. You might as well have said you made this magazine with a jackhammer.” And from a contemporary perspective they would have been right. Sure, computers were about to put a man on the moon, but beyond that, ballistic missile trajectories, income tax calculations and mailing out power bills, computers appeared to

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the general public be extremely utilitarian. Data in, data out. Punch cards and line printers. How were you going to be creative with that? You couldn’t even be ‘creative’ with your accounting anymore, thanks to all of these blasted computers – they may have been ‘state of the art’ but their usefulness in creating actual art was somewhat limited, beyond making baby mobiles out of punch cards or printing out ASCII ‘photographs’ of Mr. Spock (which was more of a copy than a creation, in any case). And, from that standpoint, our voices from the past would have been correct in their objection. But they would have also been guilty of underestimating the power of the human creative spirit, and the enduring compulsions some of us have to apply our own personal sense of aesthetics to any and all mediums available to us. Including those associated with the computer, which soon grew beyond mere cards and paper.

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Scientists began to devise methods of visualising their data – because not everyone can simply glance at a bunch of numbers and understand how they make sense or if they even make sense at all. And they had to explain this stuff to the people who controlled the purse-strings.

So they started using ASCII (or EBCDIC on IBM mainframes) characters to draw rudimentary charts and graphs on paper printouts. Oscilloscope tubes were fashioned into crude vector-based displays. Management ooh-ed and ahh-ed and started to think these computer thingies might be useful afterall. They spent more money on them. This created demand for better output devices, and computer manufacturers, eager to sell even more products, listened.

They developed plotters, which made much better charts and graphs than line printers did – and in colour too! They improved on the oscilloscope-based displays, creating more sophisticated vector and raster (scanline)-based displays, eventually introducing colour there as well. As time wore on, these output peripherals became capable of presenting quite sophisticated graphics, and users wanted to take advantage of that, inserting their own ‘clip-art’ images. But they would have to draw them manually, on a keyboard, one pixel or point at a time, which was tedious and extremely time-consuming.

Once again, a potential demand was identified and the engineers at the big computing companies sprang into action. The joystick was offered as an option, not for games, but as a way to control a text cursor or an electronic paint brush. But while this was slightly better than a keyboard it didn’t offer the fine-grained control necessary for drawing anything more than a disjointed scribble at any rate higher than a few pixels at a time. The trackball, invented for use with radar systems after World War II, was much more suited to drawing, as relative distances could be calculated without relying on the passage of time (as with a joystick). Although this was an improvement, it was still fixed in place and didn’t sufficiently replicate the motions involved in drawing or painting. A truly revolutionary (and evolutionary) solu-

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There came to be three candidates: a handheld device dubbed the ‘mouse’, an upside-down trackball which the user pushed around on a flat surface (usually a table), a ‘pen tablet’ that detected the position of a stylus on its surface using various means, and the light pen, which detected when a CRT’s electron gun shot past its position, identifying its location in front of the screen. While the ability to draw directly on the display was certainly attractive, the light pen’s brief popularity waned after users found it difficult to use for long periods of time (unless you mounted your CRT into your desk!) The pen tablet fared better, with some models doing better than others, depending on the method they used to detect the position of the stylus. Some used magnetics (with the pen detecting its position on the tablet, or the tablet detecting the position of the pen over it), some used acoustics (the stylus would ‘click’ and microphones at the edges of the tablet would listen for it), and some were touch-sensitive, such as the KoalaPad, the first tablet for home computers. But while the pen tablet was a good solution for drawing, it wasn’t really suited for driving a user interface. The light pen was best at that but remained awkward to use vertically. However, the mouse, with its smooth gliding motions, placement on the desk which supported the users arm (unlike the light pen or pen tablet) and relative and consistent positioning (which allowed the user to quickly learn how distances moved by the mouse translated to movement of the cursor or pointer on the screen) soon emerged as a good compromise between all of these.

As t tion would need to be found. ime capa w ble o ore on ,t f pre sent hese ou The mouse was victorious, alt ing quit put per though tablets and trackballs can e so i p h still be purchased in their e phis tica rals bec modern incarnated a m tions today, e grap hics .

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However, it’s not just visual art that was changed by the computer, or the technology behind it. The first electronic instrument, the theremin, was followed by the electronic organ, and then more sophisticated music synthesisers. The emerging entertainment art form of video games was enhanced by sound

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e ca high me the i er r esol nventi o utio chips, n gr n of hi ghe aph which proi c s di r and duced simple tones spla and noise at first, but quickys. ly evolved as arcade machines and consoles with better sound tended to make more money.

Higher amounts of memory and storage and better sound chips soon meant computers could record, store and play back high-quality digital audio, and music sequencing software evolved to allow these recordings to be synchronised with MIDI-connected instruments. Eventually, computer processors would become fast enough that these external electronic instruments could be simulated through software, and acoustic instruments would be recorded so comprehensively that almost every nuance of their character could be replicated at the rapidly diminishing expense of gigabytes and gigabytes of data. Of course, as a result of piracy the computer has also had a negative effect on creative industries – first music, then video and film – but it can be argued this has been more than offset by the opportunities the computer has created for many an artist or musician. With the computer, we created.

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It soon became apparent all of these electronic devices – instruments, mixers, recording equipment and even amplifiers – could be controlled by computers, using extended versions of software that had already been developed for creating music with them, known as sequencers or trackers. The MIDI (Musical Instrument Digital Interface) protocol and electronic standard was developed as a result, and devices that contained a MIDI interface could connect to and be controlled by a MIDI-compatible computer (such as an Atari ST).

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These sound chips found their way into home computers (at first to make them more attractive for video gaming); some (such as the Sound Interface Device or SID chip inside the Commodore 64) were more sophisticated than even those in most contemporary video arcade games or synthesisers. Soon, computers were being used to make music – not just for games, but as added accompaniment to songs made with acoustic instruments and synthesisers.

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(Even with physical mediums such as paintings or sculptures, a computer is often involved somewhere in the process of its creation, in its design, the inspiration behind it or even in its production. Maybe its creator watched a tutorial on YouTube!)

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The VGA graphics standard meant the PC would eventually overtake both the Macintosh and the Amiga, and the introduction of Microsoft Windows cemented its dominance through to the present day. Flatbed scanners and digital cameras made it easier to capture physical drawings or images of real-world objects, video and film followed, and ultimately most of the visual-arts world became binary.

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With the mouse came the invention of higher and higher resolution graphics displays – the monochrome screen of the original Macintosh, whose clarity allowed for the introduction of ‘desktop publishing’ and marked the dawn of computerised graphic design, and the video chip inside the Commodore Amiga with its palette of 4096 colours could produce images comparable to those seen via contemporary broadcast television.

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and touchscreens, the modern-day equivalents of the light pen arguably now rule the roost when it comes to creative input devices, particularly on the iPad.

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Time Pavillion Exhibition Pr0logue: Zero Plus One Equals Anything You Can Imagine. 0 9:00am 9:30am

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Back in the Day: The Tale of Jack and Jay

10:00am

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Feature Presentation: The Amazing Amiga

10:30am

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The Art Scene: The Amiga Meets Andy Warhol

11:00am

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The Art Class: Video Displays

11:30am

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Gadget Graveyard: Light Pens and Plotters

Noon

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Paleotronic’s Pirate Booty

12:30pm

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Ancient Tongues: The Art of the Turtle

1:00pm

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No Carrier: An Early Experiment in Art Delivered Digitally

1:30pm

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Pixel Playas: Mario Learns to Paint

2:00pm

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The Business: How To Make Money Using Computers

2:30pm

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The Pro Shop: Computer Aided Design with AutoCAD

3pm

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Heavy Duty: What Use a Computer on a Sailing Ship?

Sponsored in part by:

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3:30pm

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Popped Culture: The Laserdisc Magic of Don Bluth

4:00pm

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The Bard’s Inn: The Artistic Worlds of CD-ROM

4:30pm

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Arcade Rats: No Money? Make Your Own Games!

5:00pm

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Electronic Music: From the Laboratory to the Arcade

5:30pm

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Chip to Be Square: The Magic of SID

6:00pm

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Geek Underground: The Rise of the Bedroom Musician

6:30pm

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Point and Click: MIDI Mayhem - A Musical Melée

7:00pm

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The Breadboard: Build an Apple II MIDI Interface

7:30pm

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Loading Ready Run: The Yamaha CX5M MSX

8:00pm

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A Computer’s Guide to Self-Expression

8:30pm

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Retro-Reviews: Documentaries

9:00pm

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The Digital Art-chivist: What should we save?

9:30pm

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To Be Continued: Turning the Page

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And now, time for something a little different... For the best the 20th century has to offer, get Paleotronic. It’s the bees knees!

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nce upon a time... O ...in a land far away lived Jack and Jay. Jack

was the Commander of an armada known as Commodore, while Jay was a Grand Wizard in the royal court of the Kingdom of Atari. Commander Jack had built up his armada over a period of thirty years. An immigrant from a distant land, he had his start driving water taxis in the harbour of New Amsterdam, and had gradually constructed his fleet, amassing a fortune first by shipping bean-counting machinery and later by manufacturing and distributing his own magical bean-counting devices – devices that could also educate and amuse the young folk, which made his bean-counting devices very popular amongst the lower-classes, who were penny-wise out of necessity.

However, Commander Jack wasn’t the only one to find his fortune in magical bean-counting machines. King Nolan of the neighbouring land of Atari had seen the potential of the machines, but had dispensed (at least superficially) with the bean-counting component, offering them to his subjects purely for the purposes of amusement, even opening public houses dedicated to the exhibition of these machines.

King Nolan of Atari

But the King had a grander vision, to give each of his subjects one of the machines for use in their own dwellings. However, the machines cost a great deal and so King Nolan called on his Grand Wizard, Jay, tasking the sorceror with finding new ways of enchanting the machines to make them less expensive to produce. Jay succeeded by conjuring a race of fairies called the Stellas – each machine would house a Stella, who would work tiny gears and levers inside. Unfortunately, in the process the kingdom’s treasury had run empty – while the machine had been perfected, King Nolan no longer had any more gold with which to manufacture them.

He began to worry that another kingdom might offer the machines to its subjects before he could, causing his own subjects to leave him, and so King Nolan made a bargain with a devil called Warner, who offered to give him the gold he needed but in exchange he would be king in title only, no longer making the decisions – the devil Warner would write all of his decrees. The Stellas were produced by the thousands and distributed to the citizens of Atari, who were happy and content.

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Commander Jack of the Commodore Armada paleotronic

Commander Jack holding some of his bean-counting machines.

Soon, the devil Warner became concerned about news from other kingdoms that bean-counting machines sold by Commander Jack and others – the ones that could both amuse and do business – might become more popular than the Stellas and he might lose his grip on the kingdom of Atari. And so Warner ordered the Wizard Jay to create two bean-counting machines: one more for amusement but capable of some business, and another more capable for business, but more expensive. Wizard Jay complied, conjuring two new races of fairies: the more playful Candies and the more serious Colleens. But the devil Warner wasn’t content to simply offer the machines to Atari’s subjects. The new machines were also offered at markets in other kingdoms – raising the ire of Commander Jack, who worked to create new, more affordable magical bean-counters of his own.

Jack hired his own wizard to create a contraption that held fairies, but he called his fairies the Vixens. His Vixen-powered machines were much cheaper than the Candy-powered ones; they were also inferior in their function but Jack wisely reasoned that many peasants would find the Vixens sufficiently talented to entertain them and their offspring, and he did a brisk trade. As time marched on, his wizard learned to conjure more sophisticated Super-Vixens who could do as much as Atari’s Colleens, but also more cheaply. Jack’s wealth continued to grow, but so did his hunger for greater and greater success. He longed to destroy the devil Warner and other kingdoms that made their own bean-counting machines – the kingdom of the Apple, and the Realm of Tandy – and so he had his wizards conjure a new race of faries Jack called the Theodores, or Teds for short. The Theodores were easier to get along with than the Vixens, who could be hard to communicate with and temperamental. The Theodores could also do much more on their own, such as write scrolls, without peasants needing to teach the fairies themselves. Jack unveiled the Teds to the world with a great deal of fanfare, at a grand inter-kingdom market known as the Consumer Electronics Show. Each Ted was better than an original Vixen, but more affordable than a Super-Vixen. Jack was convinced that there would be great demand for the Teds, and the other captains in his fleet had gone along – after all, Jack had always been right before. But this time he was wrong: Ted was a flop. The captains mutinied and made Jack walk the plank!

The Grand Wizard Jay from the Kingdom of Atari july 2019

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Luckily Commander Jack was rescued by his sons Sam and Leonard, and the three sailed away, Jack insisting all the while that it wasn’t because of Ted he was forced to leave but because the leader of the mutineers had been stealing the fleet’s gold for himself and had simply seized the opportunity to be rid of him. Nobody knows the truth, but either way, Jack vowed revenge. Meanwhile, there was trouble in the kingdom of Atari. Over the previous several seasons there had become a great demand for scrolls written with new talents to teach the Stellas, and Atari had done a heavy trade in them. Other kingdoms began to write scrolls themselves, and sell them to Stella owners against the laws of Atari. But while these outside scrolls were cheaper they were also of inferior quality, and the populace began to complain. Eventually they stopped buying new scrolls entirely, and Atari’s coffers began to empty faster than they were being filled.

Commander Jack was not amused after he was forced out of his fleet, the fleet he had built up from nothing, but he had plans to get revenge – plans that could be derailed by the efforts of Wizard Jay, now a rogue operative. To make matters worse, the devil Warner had denied Grand Wizard Jay’s request to create a new bean-counting machine and Jay had grown bored and left the kingdom. With no wizard and its subjects tired of the Stellas, Candies and Colleens, Atari found itself in trouble, and the devil Warner quickly wanted to be rid of the kingdom. One day former-commander Jack and his sons sailed into Atari’s port. The devil Warner saw an opportunity to unload the bankrupt kingdom on a former competitor, not particularly caring how it turned out, only wishing to return back to Hell. Jack agreed. He was going to create a more sophisticated class of fairies, one that was more intelligent and capable than what had come before.

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He would use the new fairies to get his revenge on the mutineers that had stolen his fleet, the mutineers content with their existing fairies, and vulnerable to losing their market. But as he looked through Atari’s scrolls he discovered that the kingdom had lent a large sum to the former Grand Wizard Jay, who had gone off on his own to also create a new generation of fairies he called the Lorraines. Jack had visited the Grand Wizard Jay before sailing to Atari, but while he had been interested in Jay’s fairies he wasn’t interested in Jay or his underlings. Jay and Jack had been unable to come to an agreement and Jack sailed away, instead quietly recruting crewmen away from the Commodore fleet to help him develop his own fairies.

Jay got wind of the fact that Jack was working on his own fairies, but wasn’t worried because Jack had no fleet or kingdom. However, once he heard Jack was in Atari, Jay began to panic. Realising that his funding was about to be cut off, Jay and company went to the Commodore Armada, thinking that the fleet would be desperate for the Lorraines, their having need of a new bean-counting machine to compete with Jack’s. The Commodore captains declined to give any gold to Jay, offering instead to join Jay’s crew to their own. They agreed. Commodore then attempted to convince the other kingdoms not to buy Jack’s Atari-manufactured fairies before he had manufactured them, claiming that Jack’s crew had stolen their fairie recipes from Commodore when they had left. But then Jack found the agreement between Atari and Jay, which stated that Atari had first-rights to Jay’s fairies, whether they used them or not. Jack in turn attempted to persuade the other kingdoms not to buy anything from Commodore that used Jay’s fairies! They were at an impasse. Commodore’s captains attempted to return the gold Atari had given to Jay but Jack refused to accept it. Jack continued to attack Commodore through the inter-kingdom legal system, while ignoring Commodore’s own attacks and pressing ahead with his new bean-counting machine powered by fairies he named the Sam Tramiels, after his son, or the STs. Commodore eventually decided they had no choice but to push ahead with releasing the Lorraines, which they rechristened the Amigas. With the conflict between them at a stalemate, both the Kingdom of Atari and the Commodore Armada would set their fairies loose on the world, and they all lived happily ever after, or for a while, at least. Until the Microsoft Empire turned up, anyway... july 2019

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The Amiga represented an evolutionary leap forward in computing’s creative potential. While colour computer graphics were not a new invention, the Amiga provided a video mode capable of displaying 4096 colours – previously unprecedented in a consumer computer. This allowed for stunning photorealistic images.

Not only a feast for the eyes, but the ears too!

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The Amiga also featured four digital sound channels that could play back samples directly from the computer’s memory, reproducing acoustic instruments and vocal tracks, and bursting forth surprisingly good musical arrangements.

The Amiga 1000, released in 1985.

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On July 23rd, 1985 the Amiga premiered at a lavish party at the Lincoln center in New York City. We’ll be ducking our heads into that event a little later, but first let’s take an in-depth look into just what they were celebrating.

‘The Amiga by Commodore’ Jay Miner’s masterpiece was exactly that.

The US$699 Amiga 500, released in 1987, was the ‘cost reduced’ version of the US$1285 Amiga 1000 (opposite page) designed to be more affordable and compete with Jack Tramiel’s Atari ST.

To understand just how much of a masterpiece it was, you need to have a sense of the personal computing market of the day. Most computers still being sold in 1985 were 8-bit and had very simple graphics with modes with less than 200 horizontal pixels and at most 16 colours (the Atari 400/800 series had additional ‘shades’ but there were still only 16 base colours.) Many people still owned computers capable of much less.

Even the 16-bit Macintosh only had monochrome (in the truest sense – a pixel could only be either black or white) graphics at 512x342 pixels, which was great for print publishing but if you wanted to express even a single a shade of gray you needed to use halftoning, which decreased your effective resolution to half of that. And so the idea of a consumer machine with 4096 colours to choose from and resolutions of up to 640x512 pixels that cost less than half that of a Macintosh was shocking to say the least. Add on top of that four-channel digital sound (the Macintosh had one, and most contemporary 8-bit computers had analogue synthesisers of varying complexity) and you had a computer that seemed to most users like a technological fantasy that popped out of a wormhole from the future, not something they could just go out and buy from their local computer shop next week.

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So how did Jay Miner, the Wizard of Amiga, manage this modern miracle? The solution was custom-designed chips, which were much cheaper to manufacture than circuits made up of off-the-shelf components. Miner was not new to custom-designed chips – in the mid-1970s he led the team that combined a number of the components in the design of the Atari 2600 into a single chip known as the Television Interface Adaptor, or TIA. The TIA aimed to remove the need for video RAM by rendering game objects directly to the television screen, one line at a time. This increased the complexity of programmed games, but greatly reduced the cost of the Atari 2600, placing those games in the hands of many more gamers. Miner moved on to leading teams that designed two custom video chips for Atari’s subsequent home computer systems, known as the ANTIC or Alphanumeric Television Interface Controller chip, and the CTIA or Colour Television Interface Adaptor. The ANTIC chip could read directly from memory (without needing the CPU) and render multiple sizes of text to the screen as well as arbitrary graphical data, and provided CPU ‘interrupts’ that allowed software to execute drawing routines during the Vertical Blank Interval (VBI) at the end of a CRT’s raster scan while its electron gun was inactive.

The press adored the Amiga. Byte wrote a comprehensive review that concluded, “We were impressed by the Amiga’s detail and speed of the color graphics and by the quality of its sound system...we think this machine will be a great success.” Compute declared, “Perhaps the best thing about the Amiga is that it stretches our imaginations a bit further.” Creative Computing called the Amiga a “new communications medium–a dream machine...it can serve as the delivery vehicle for extremely sophisticated interactive experiences.”

The ANTIC then sent the video information to the CTIA, which was based on the Atari 2600’s TIA chip and responsible for generating and colouring the video signal. The CTIA could also generate game objects on its own, known as Player/Missile Graphics like the TIA, but also like the TIA it had no memory, and so the ANTIC had to feed data to the CTIA line-by-line like Atari 2600 programmers had been forced to with the TIA. But combined the two chips provided powerful graphics capabilities (by 1979 standards) and helped make the Atari 800 (in particular) and later models successful. Miner soon began to lobby Atari to start development of a 16-bit gaming console to succeed the Atari 2600 but Atari management felt a console version of the Atari 800 (to be known as the Atari 5200) would be sufficient for the foreseeable future. With nothing of consequence to achieve Miner left, taking a number of other engineers with him, and forming his own company, called Hi-Toro. This was a mostly amicable parting – Atari later provided half-a-million dollars in capital to keep Hi-Toro going, in exchange for first rights to whatever resulting chipset Hi-Toro created. Hi-Toro then began work on what would become the Amiga.

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The ensuing corporate shenanigans having already been adequately described in the ‘fairy tale’ that preceded this article, we won’t waste time revisiting it, and instead focus on the technical aspects of Miner’s eventual creation. The heart of the Amiga was and had always been the Motorola 68000 processor – it was the catalyst for Miner to want to develop a 16-bit system in the first place. First released in 1979 it was a nerd’s dream – although 16-bit externally, it was 32-bit internally which meant it could do incredibly complex operations at a much faster speed than contemporary 8-bit processors. However, that performance came at a price that was too high at that time for a mass-produced consumer product based on it to be practical – which is why Atari turned Miner’s proposal down. But Miner realised that by the time all of the associated hardware and operating system software had been developed the price of the 68000 was likely to have come down within the required price range for a consumer product to be profitable, and he was willing to bet his own future on it. During that time, his company would need to develop three chips: a memory controller, dubbed Agnus, a graphics processor known as Denise and an audio chip called Paula. The functionality spread between them was similar to the functionality shared by the ANTIC, CTIA and ‘POKEY’ chips used in the Atari 8-bit computer line, the latter of which provided sound output, keyboard and game controller input.

The Amiga’s graphics were state-of-theart. Its palette of 4096 colours was eight times larger than that of the Atari ST, and sixty-four times EGA’s – and in its special ‘HAM’ mode, it could display all of those 4096 colours at once! (The ST and EGA PC could only display 16 at a time). The Amiga was even capable of 16 colors in 640x480 – a resolution that on the Atari ST was monochrome in the true sense (only black or white). You could even ‘overscan all the way to 704x576 in PAL mode!

Of the three Amiga women, Agnus was the boss of the operation. All other chips, even the 68000, had to access the Amiga’s memory through Agnus. This meant they couldn’t attempt to write to memory at the same time – a problem known as write contention. Instead, they had to request accesses via Agnus, who was able to prioritise the requests and keep the overall system running smoothly. But Agnus also had other roles pivotal to the Amiga’s graphical capabilities. Firstly, she had a ‘blitter’, short for ‘BLock Image TransferrER’. Agnus’s blitter could rapidly copy large blocks of video memory without needing the CPU, such as when the user moved windows in the Graphical User Interface, or GUI. It could also fill areas of the screen with colour and draw lines. draw lines, either solid or using a repeating pattern. Secondly, Agnus had the Copper. Short for ‘co-processor’, the Copper could execute a series of instructions in sync with the video hardware. In order to improve the reliability of floppy disks, the original AmigaDOS stored additional redundancy data, which had to be processed on every disk read. While useful for floppies, it made hard disk usage on the Amiga much slower than with competitors.

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With Denise’s spectacular capabilities, the Amiga won huge praise from the computing community, salivating over the potential for the Amiga to finally break computers into the media industry on a broad scale. With multitasking and digital sound thrown in, the Amiga seemed unstoppable – except for its operating system, known as Workbench. Like the Macintosh, Workbench was not included in ROM – early Amigas even had to load their DOS (known as Kickstart) from disk! This made ‘booting’ a bit of a chore.

The Copper could be used to switch between video resolutions mid-frame, allowing programs to, for example, use a higher resolution for a menu bar, and a lower, more colourful resolution for the remainder of the screen.

Or, two programs could be shown on screen at once. Or change the colour palette each scanline, allowing for a different 16 (or 32) colours on each line. Or create rainbow ‘raster bars’ often used in games.

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Finally, Agnus could synchronise the video timing to an external signal, which was important in the days of analog television as this was the only way you could ‘mix’ two video signals on the fly. This was known as ‘genlocking’. The Amiga could also output video without a background signal, which meant it was easy to overlay Amiga graphics on top of video, and much more cheaply than conventional alternatives, which made it popular with television stations and studios. Denise, meanwhile, had the job of rendering the graphics information she received from Agnus into an NTSC or PAL video signal, typically either 320 or 640 pixels per horizontal line, using a palette of 2-32 colours. This process is pretty straightforward, but Denise had a few tricks of her own. Firstly, she could display more pixels per line – known as ‘overscan’– reaching the edges of a CRT display. Secondly, she could add an extra bit to each 5-bit 32-colour pixel which halved the brightness of the pixel if it was on – known as Extra Half-Brite (EHB) mode – effectively doubling the number of available colours to 64. Thirdly, she could render graphics using ‘hold-and-modify’ or HAM mode, which rather than specifying each pixel from a palette of 16 colors, a block of six-bit pixel data could instead tell Denise to use the same colour as the last pixel, but modify either the red, green or blue component. Technically you could display all 4096 available colours, but in practice this required ensuring the 16 base colours you chose were appropriate for the image you were displaying. However, as the Copper was capable of changing the palette between scanlines, you could get around this limitation (known as ‘sliced ham’ or S-HAM mode, although this is less a mode and more of a technique.) Fourthly, Denise could overlay one 8-colour screen on top of another; fifthly she could display ‘interlaced’ video that allowed for greater vertical resolutions than 200 pixels (although it didn’t look awesome); sixthly she could manage up to 8 independent sprites and finally, Denise handled mouse and joystick input. Whew! Busy woman!

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Last but not least, there was Paula. Paula was a true DJ: she spun disks, talked alot and made noise. On the first front, Paula was able to access connected disk drives much more directly than most contemporary floppy disk controllers – an entire track could be read or written at once, rather than sector-by-sector like on other computing platforms, increasing the amount of available space and correspondingly increasing the amount of data available on a normally-720K capacity disk to 830K or more. Because of the lack of abstraction between the controller and the disk, Paula could also read other disk formats, including that used by the IBM PC or Apple II. On the second front, Paula managed the Amiga’s serial port. But she didn’t have a buffer, which meant that communications programs had to be careful to get every byte at the exact instant they arrived, otherwise Paula would forget it. On the plus side, Paula could send and recieve data as fast as it could be passed to her, meaning she could communicate at all standard bit rates and even some non-standard high-speed ones. But what Paula was really known for was her musical talents. We’ll get into the evolution of computer music in another article, but what you need to know right now is that while we now live in a world where we take digital sound reproduction for granted, this wasn’t really the case in 1985. The compact disc had just been introduced and had achieved far from widespread adoption; virtually all other personal computers and videogame consoles made bleeps and bloops of varying complexity. And so, Paula’s four channels of digital sound – two routing to the left audio output and two to the right – were a novelty. To make things even better, Paula could play digital samples (via Agnus) from memory, and playback was even prioritised!

In 1988 the Fast File System was introduced that added a mode that didn’t store the ‘redundant’ recovery information and significantly improved hard disk access times. If you had an Amiga 1000 like those pictured you had to load the DOS (known as Kickstart) off of disk and could run the new FFS, but if you had an Amiga 500 with Kickstart in ROM you had to get a new ROM chip and install it in the computer, which required dismantling it! Being an Amiga user could be complicated.

This allowed for the use of ‘lifelike’ digital samples in games while requiring little effort from the CPU. But where Paula’s abilities really came into play on the creative front was in the field of music, most notably through the software program known as Ultimate Soundtracker, Inspired by the Fairlight CMI sampling workstation’s method of sequenced sample playback, Ultimate Soundtracker provided a straightforward way for composers (budding or professional) to harness Paula’s four audio channels, and allowed the playback of realistic-sounding music. Later ‘trackers’ used software mixing to add more channels, but the Soundtracker ‘MODule’ format would reign supreme for some time.

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Together, Agnus, Denise and Paula made one formidable team! However, that team was not cheap, and at US$1285 for just the computer when it went on sale in August 1985 all many budding digital creatives could do was drool. And those that could afford it would have to wait – by October only 50 had actually been built, all of them testing or demonstration machines, and consumers wouldn’t actually get their hands on them until mid-November, meaning many potential Amiga owners had moved on and purchased another 16-bit computer. such as an Atari ST. This meant that by the end of the year Commodore had only sold 35,000 Amigas, causing it to run into cashflow problems and forcing it to miss the Consumer Electronics Show in January, 1986. To make matters worse, early models suffered from bugs, and the first cuts hit the marketing department, meaning the only thing driving sales was word-ofmouth, and that word was not always good. Commodore’s management realised the Amiga 1000 had a critical problem: despite its advanced chipset, the machine built around it didn’t have sufficient specifications to appeal to the high-end creative market, while it was also too expensive for the average home user to casually purchase. And so they split the Amiga into two: the Amiga 500 and 2000. The Amiga 500 was given a form-factor similar to the Atari ST, where the computer was built into the keyboard, and a 3.5 inch disk drive was placed into the side of the machine. The amount of memory was cut in half, from the 1MB of the Amiga 1000 to 512KB. Most importantly, the price of the 500 was US$699 – cut almost in half in comparison to the 1000, and making the 500 much more attractive to home users.

But unfortunately, despite his success in turning the Amiga around, Commodore CEO Thomas Rattigan was forced out by majority shareholder Irving Gould (who had chased away Commodore founder Jack Tramiel years earlier). Development on the Amiga largely ceased, and its models were quickly overtaken in the market by technically superior competitors, such as Intel 386 and 486-based machines with VGA video hardware.

The 2000 meanwhile had internal expansion slots and space for a hard disk, a must-have for corporate users. This combination was a commercial success, and successive models of Amiga would follow a similar pattern of high-end and low-end variants. Ultimately, Commodore would reportedly sell around 5 million Amiga models, mostly in Europe and the UK.

After a failed last-ditch effort to save itself by launching an Amiga-based videogame console, the CD32, in 1994 Commodore filed for bankruptcy. Its assets were purchased by German company Escom, which released a new model of Amiga with a better central-processing unit, but it wasn’t enough at Escom too went bankdrupt in 1997. The Amiga’s time in the personal computer limelight was over.

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But the Amiga was not without its competitors...

16-bit computing was an expensive proposition in the mid-1980s, with the available options costing nearly $2000 or more – sometimes much more. Jack Tramiel saw an opening in the bottom of the market for a 16-bit computer that offered basic features but provided a step-up for 8-bit computer users.

Not to be outdone, Jack Tramiel’s Atari Inc. launched its ST line of computers first, a few months ahead of the Amiga. While technically inferior in a number of ways, the “Jackintosh” was much cheaper when compared to the Amiga 1000, and featured hardware more similar to the arcade machines of the day, which made it attractive to casual computer users and gamers.

Like the Amiga and the Macintosh, the ST had a mouse and a graphical-user interface known as GEM, although it was incapable of multitasking. It only had a palette of 512 colours (in comparison to the Amiga’s 4096) and only 16 could be displayed on screen at once in the lowest resolution (320x200) and only 4 at medium resolution (640x200). Using a proprietary Atari monochrome monitor, ST users could also use a high-resolution 640x400 video mode, which was primarily used by word processing, desktop publishing and music applications, the last of which leveraged the ST’s built-in MIDI ports.

Atari’s advertisements emphasised the ST’s cheaper price-point over its competitors, selling it as the budget alternative to the more expensive Amiga, IBM PC and Macintosh.

Derided as a videogame machine by Commodore, the ST found success amongst lower-income households, selling 50,000 units in the first four months of sales. It did particulary well in Europe, where exchange rates, taxes and profiteering made items like home computers much more expensive than elsewhere, and as such made the ST the only computer (and yes, videogame machine) many could afford. The ST also had DOS and Macintosh emulators available for it, which made it attractive as a cheaper alternative for small businesses. There is some disagreement over just how many units of the Amiga and the ST were sold. The rivalry between owners of the two has continued into the present day, with each side presenting figures that paint the other’s sales unfavourably.

Apple also attempted to jump into the 16-bit home computer fray with its IIGS system. Backward compatible with the 8-bit Apple IIe it had the advantage of a lot of available software, but it was really late to the party, coming out in September 1986.

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We can attempt to derive sales from the number of games available for each platform, but with estimates placing both at around 2000 that’s not very helpful, although the similar numbers could be because it was worthwhile for software companies to “port” games from one platform to the other regardless of game sales made on either. All we can say for sure is that the ST and Amiga were fierce competitors.

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“The thing I like most about doing this kind of art on the Amiga is that it looks like my work” – Andy Warhol

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Who do you get when you want to impress the 1980s art world? Why, Andy Warhol, of course! On July 23, 1985 at the Lincoln Centre in New York City, the Amiga debuted to a black-tie audience of press, software and hardware developers, Commodore shareholders, investors and celebrities. The Amiga was presented as a bridge between technology and creativity, as a new kind of computer that could fill any need, be that artistic, or scientific, or business-related. A small company could get a single Amiga that would take care of all their computing tasks, or a large corporation could buy a fleet of them, each designated toward a particular purpose, but capable of taking over for any of the others should the need arise.

John Shirley, then-President of Microsoft was on hand to assure attendees his company would be supporting the Amiga by developing a new version of BASIC – although the 16-bit era would largely kill BASIC as a programming language, interpreters not generally being built-in, and BASIC compilers uncommon.

But while the Amiga could be argued as being a Jack-ofall-computing-trades, the evening in New York City was certainly more sharply focused on its creative abilities, as demonstrated on stage by pop-art sensation Andy Warhol, digitally painting musician Debbie Harry (aka Blondie).

But the star of the show was the Amiga, displaying dazzling digital works of art and animation throughout the evening on three overhead screens. The Amiga even ‘spoke’ to the audience via speech synthesis, drawing applause.

The Amiga also showed off its musical skills, accompanying saxophonist Tom Scott in a live performance.

Developers showed prototypes of their Amiga products while much discussion took place regarding the Amiga’s future: what new applications would be discovered for it? How would it change the computing landscape going forward? What would its fortunes ultimately be? Of course, we now know the answer to those questions, looking backward from our perch in the present, but that evening, as with many technology launches in the 1980s, the room was abuzz with speculation, hope and excitement for a future it was expected would be full of wonder and amazement. And it was.

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“(The Amiga launch) was like a museum, because we had a couple thousand people and I was working with (the Amiga) on the stage. It was like a museum because you could show your work.”

“(My friends) all like it. They have been using the xerox, and they can’t wait until they can use this, because there are so many people into xerox art...Jean-Michel Basquiat uses xerox. So, if he could be printing out on his own machine, he would be using this.”

“I think someone like a decorator could use (the Amiga) when he wants to show somebody how their apartment would look all in blue or all in white, or...they could just do it easily. Change a chair or a colour.”

Warhol’s technique used a blackand-white video camera, a still image from which would be captured and imported into the Amiga ProPaint paint program.

He created these self-portaits using that technique, while being interviewed by Amiga World magazine. The quotes presented here are also from that interview.

“Well, I’ve been telling everyone about the machine, but they haven’t been able to get one yet.” Attendees mingle at the Amiga launch event.

“I think (the Amiga) is great. It’s quick and everything.” 19

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“Mass art is high art”

Andy Warhol was a champion of ‘pop art’: art created using imagery from popular and mass culture, such as advertising, products, comic books and other ‘mundane’ works. Pop art challenges the traditions of ‘fine art’ by attempting to capture modern life through the lens of commercial media, using irony and parody to make statements on both, while being critical of abstract impressionism.

“That’s the best part about (the Amiga). I guess you can... an artist can really do the whole thing. Actually, he can make a film with everything on it, music and sound and art...everything.”

These days we take this sort of thing for granted, but in 1985 the only way to do something like this was with paper or canvas and paint. The Amiga allowed for rapid iteration physical media just didn’t permit.

“(I) love the machine. I’ll move it over to my place, my own studio. That way I’ll be able to do the colours. It’ll be really great, and if we can get a printer, I’ll do this portrait in four different colours...”

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the tech class video displays

Computers didn’t always come with screens. In the early days of computing, whatever output they produced was conveyed by LEDs or through paper printouts. But the first method was tedious (and often cryptic) and the second wasteful, and so the idea of using a CRT to display output was attractive. However, computer memory was expensive, and this limited early attempts at graphical displays to specialised CRTs that had ‘persistent’ output, similar

Minicomputers were expensive and their owners could afford to spend thousands of dollars on a video interface. But the idea of a ‘personal’ computer created the need for much cheaper graphics hardware.

to oscilloscopes. The computer would draw a line that would then fade over time, and if you wanted the line to continue to be visible after a certain point you would have to redraw it. These were usually vector (line-based) displays, although some could display text characters by using magnets to direct the electron stream through a template positioned inside the CRT! Some had a simple buffer that could ‘replay’ a limited set of lines to keep them displayed on the screen. But while these displays were better than blinking lights, they weren’t very great for self-expression – at least not if that self-expression required more than about a dozen monochrome lines, or so.

A number of approaches could be taken. The Apple II generated the NTSC video signal using the computer’s ROM code, or built-in software, to save on costs. Other computers used their character generators to create simple graphics, still others custom chips.

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Early displays for mainframe computers worked by having the computer direct the movement of the CRT’s electron gun. These ‘vector’ displays provided for high-resolution graphics, but were impractical for multi-colour displays and text, and as memory became cheaper, pixel-based ‘raster-scan’ displays became possible. Although lower resolution, these were much more flexible. Byte, November 1982

Pixel-based displays allowed for the creation of non-programmatic artwork – that is, artwork that didn’t need to be reduced to computer code. The artist could ‘paint’ directly on the screen, using a mouse, light pen or even using the keyboard. This made digital artistic expression much easier.

Happily over time memory became cheaper, and after first going through a period of text-only ‘terminals’ (simple computers that displayed text using circuitry that generated individual characters, thus needing only as much memory as the number of characters displayed on the screen) it became cheap enough for ‘bitmap’ (or pixel-based) graphic storage (although some computers cheated a little and just allowed the user to redefine what some of the text characters looked like, a system known as ‘character set graphics’.) The Apple II was the first home computer with full bitmap graphics – and they were even in colour! This became a must-have feature, and with large market demand it was only a decade between the introduction of low-resolution personal computers such as the Commodore PET and the TRS-80 Model I and high-resolution machines such as the Amiga, with its 4096 colour palette.

Although vector graphics are cool for games like Asteroids and Battlezone, they weren’t super-practical for home computer use. First, to display vector graphics you needed a special CRT, with magnets that could be controlled, whereas a typical CRT from a television set follows s particular pattern known as a ‘raster’, moving back and forth across the screen. Home computer owners typically connected their computer to their television set to save money. Second, you couldn’t really display text with raster graphics, at least not text you would want to read in any quantity. And third, and perhaps most importantly to this article, the artwork potential of vector graphics is rather limited. The Spirograph-style graphics of Logo is cool and all, but we want to draw things, not lines! The solution was pixel (or raster) graphics. But this needed lots of memory.

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Apple II designer Steve Wozniak realised that by outputting various patterns of monochrome pixels, he could ‘trick’ the NTSC colour decoder in a television set or video monitor to display colours! But this came with certain restrictions: which colours you could use might depend on if the pixel was even or odd. By not needing separate circuitry to generate the ‘colorburst’ signal, the Apple II could be manufactured more cheaply, while providing colour graphics. However, this reliance on the NTSC standard meant that users in PAL countries (such as Australia) would only see monochrome – which likely made the Apple II’s rainbow logo a bit mystifying (or taunting!) for them. Apple sold an add-on video card that provided a colour PAL output, but it added significantly to the overall price of the computer, and dampened its market impact outside of North America, where other computers such as the BBC Micro and the Sinclair Spectrum later stepped in. Apple eventually integrated PAL graphics into its IIe model.

While the Apple II was the first home computer to come with bitmap graphics, owners of the Altair 8800 computer had been building video interfaces for a couple of years prior, and instructions had appeared in magazines. However, while the Apple II’s built-in graphics removed the need to get out the soldering iron, they were still pretty limited: 16 colours at a resolution of 40x48, or 280x192 with 6 colours (and some pretty far-out artefacting!) But the Apple II was state of the art and a very expensive computer (US$1298 or well over US$5000 today!) At US$550 the 1979 Atari 400 was much cheaper, and while it had a terrible membrane-style keyboard (imagine a keyboard made out of the ‘buttons’ used on budget Bluetooth speaker remotes) it had a 160x96 pixel display with 128 colours (you could draw some cool stuff with that!) It could also do 320x192 in monochrome. Up to that point, home computers targeted at the lower-end of the market had only had character set graphics, so this was an improvement. Tandy responded a year later with the TRS-80 Color Computer. It was US$399 but while it displayed far fewer colours than the Atari it was cheap and often heavily discounted.

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Science fiction movies and TV shows had initially inspired the imagination of the public regarding the potential of computer graphics, and as they evolved computers began to not only make those dreams come true, but started to create graphics for film and TV themselves. ‘Futuristic’ computer displays were then rendered by contemporary computers (although perhaps not in real time.) This evolution led to today’s widespread use of CGI.

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The home computer wars began in earnest after that, with companies such as Acorn and Sinclair in the UK coming out with color-capable computers in 1981 (BBC Micro) and 1982 (Spectrum) respectively; the BBC Micro featured a 640x256 8 colour graphics mode for a couple of hundred pounds. Texas Instruments released its TI99/4 computer, and Commodore came out with the VIC-20, which had some really strange video modes (176x184 pixels or 22 columns and 23 rows of text, making for very fat pixels and characters!) The Commodore 64 was more conventional, with a 16-colour 320x200 pixel screen. Although the 64 had a true bitmap mode, it was very restrictive and most gane programmers still used character set graphics – but that wasn’t too much of a problem because you could define up to 8 256 8x8 character ‘sets’ – you can draw pretty much anything with that! In the mid-1980s the 8-bit era gave way to the 16-bit era, with computers such as the Commodore Amiga, the Atari ST and Apple IIGS providing high-resolution, multicolor bitmap modes and the resulting ability to create colourful, detailed digital artworks. High-end computer graphics workstations also began to appear for commercial use, such as the Silicon Graphics IRIS series, which was used to design graphics and visual effects for television programs and movies.

Sophisticated software was developed that allowed for the creation of scenes in three-dimensional space – a designer can specify a series of geometric shapes of varying size and position inside of that space, creating sophisticated 3D models. Initially, rendering these scenes to a screen could take a long time, but by the mid-1990s it was possible to render them fast enough to make 3D video game consoles such as the Nintendo 64 practical. Pixelated graphics had serious disadvantages: rendering shapes at small sizes – a circle, for example, becomes a square. But increasing video resolutions effectively solved this problem – today’s ‘retina’ displays have so many pixels it’s hard to see anything so small affected by this issue. Modern video circuitry can also use vectors to render linebased graphics to raster displays, allowing that small circle to be zoomed in on with full quality. Modern computers can generate entire high-resolution 3D worlds, which can be explored in realtime.

But while computer graphics found a place in film and video professionally, it also allowed the amateur home user to express themselves without needing to make a mess, inhale smelly fumes or fork out for supplies. And if they didn’t like what they created, they could simply decide not to save it. This soon extended to writing and music as well, making the freedom to express ourselves digitally one we now take for granted.

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But these dream worlds wouldn’t have existed were it not for the efforts of those early pioneers who saw the potential of computer graphics to create them. We thank you!

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So, it’s 1983 and you’ve saved up and bought yourself a shiny new computer with state-of-the-art graphics capabilities, and you’re ready to become a digital Picasso. But then you realise the only way you can ‘draw’ on your computer’s screen is either programmatically (either via BASIC or Logo) or through a graphics application, which offers either the keyboard or joystick as methods of input, neither of which gives you anywhere near the freedom required to draw what you want in a timely and non-frustrating fashion. What do you do?

Well, you could get a light pen.

What the heck is a ‘light pen’? Glad you asked! A light pen is an electronic device that senses when the electron gun inside of a cathode-ray tube (CRT)-based display sweeps past the location on the screen the light pen is pointing at. By calculating where the CRT is in its sweep relative to the top-left corner of the screen, the light pen can determine its location, and then it tells your computer software so it knows where to plot a pixel or activate a desired GUI control. Actually, that’s not quite true – the light pen simply returns a voltage to the computer that increases or decreases relative to the amount of light that its photoelectric ‘eye’ is seeing. It’s up to the software inside the computer to decide at what level that voltage indicates the CRT gun is directly aimed at the light pen. And this is where we start running into trouble. Some CRTs are brighter than others. The contrast may make it easier or harder to determine just where the “bright spot” is – if the contrast is sharper it is easier to detect the pass of the electron gun where its bright but harder where it’s very dark. The ‘persistence’ of the phosphors on the interior of the screen can increase the area of the screen that will return the maximum voltage level as the electron gun sweeps past it, decreasing the accuracy of the pen. Different colours also have different brightness levels, which makes simple light pens much better suited to monochrome displays. If all you’re looking for is the ‘bright spot’, you’re in for a world of trouble. You can mitigate many of these issues by taking a more sophisticated approach. If you measure the rise and fall of the brightness of the pixel the light pen is pointing at over a few frames of video (and hence a few passes of the electron gun), you can calculate when the electron gun passes that pixel, no matter how bright or dark it is. But this requires more complicated circuitry or software. Which meant a more

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expensive computer, or a more expensive light pen. If the light pen is doing the work then it can simply tell the computer when the spot it’s pointing at is at its brightest, assuming the screen doesn’t change while it’s figuring that out, at which point it will need to figure it out again. When it does, it just increases the voltage on a line, sending a 1. If the computer does the work, then it will be limited by the resolution of the data it can get from the light pen – on 8-bit computers connected via a joystick (really the paddle) port, this was usually limited to a single 8-bit number, that is, a number in the range 0 to 255. This resolution could sometimes not be sufficient to detect the absolute peak of the luminance received, and the computer could calculate the position as too early, or too late, depending on if it relied on the start of the maximum input or the end of it. This could make the light pen’s reported position inaccurate, and while not necessarily a problem for simple applications or drawing at low resolutions, high-resolution drawing could be difficult. Red or reddish pixels could make this even worse, as red phosphors took longer to decay, exacerbating the issue. But when they worked properly they were cool!

Light pens provided an alternative to common input methods of the time, such as the joystick or the keyboard, both of which were far too clunky to create fine detail in computer graphics without working at the pixel level – a time consuming process.

However, as cool as light pens could be, holding them was tedious and long-term use would result in “gorilla arm”, a condition caused by the arm muscles remaining tense for extended periods that makes the arm weak and fine motor control difficult – rendering the value of the light pen over any other pointing device largely moot. However, while the pens provided significant advantages over other methods, it was still far from perfect. If used as depicted below, your arm was likely to tire quickly. It was much easier of the surface of the display was horizontal, but doing this required specialised desks to mount the display in .

Since the mechanism behind the light pen could be extremely simplified, cheap versions enticed buyers. But they were often disappointed by their crudeness.

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So, although your mileage could totally vary depending on your computer, the light pen you bought and the software you used, there was something futuristic about drawing directly on your computer screen, even if it wasn’t terribly practical, and people were happy to give it a go despite the mixed reviews, especially if it was cheap. In consequence, for most people, the light pen was something they used once or twice and then threw in a drawer and forgot about. But there were plenty of people (suckers) to sell them to! Several plans for light pens were published in magazines, some more sophisticated than others. What they had in common was their mechanism: detecting the passing of the electron beam and then calculating the screen position based on the timing of that. But accuracy wildly varied.

As the resolution of graphics tablets improved, the number of creative or drafting professionals using even more sophisticated light pens decreased, and the market for light pens diminished into non-existence. Manufacturers stopped making them, advertising them or selling them. They were relegated to the past. Eventually the end of the CRT monitor spelled the end of the light pen’s usefulness full-stop, its dependence on the technology behind the CRT making them entirely incompatible with LCD and LED displays. These days, you can draw on your iPad, a significantly improved experience. The light pen wasn’t the only ‘fad’ peripheral a home computer user could end up with cluttering their drawers: there was also a text-to-speech craze that saw a number of models of speech (or vocoder) products (which were amusing for about ten minutes – unless you were blind, of course, which was the only group of users who actually needed that sort of thing.) Modems were also trendy, but high costs of online services quickly deterred users with more modest incomes. Hand scanners with poor resolution, thermal printers and cheap touch tablet round out the list.

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The consumer was unaware of this, however, only seeing rave reviews of typically more expensive light pens, along with advertisements for cheaper ones, and not considering there could be any significant difference. Some advertisements also implied the light pen could be used more universally than was actually possible. These users were often disappointed with their purchase. Word spread and sales dropped. Despite aggressive discounting, the light pen faded.

The light-pen experienced a brief spike in popularity

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The pen-plotter was, in a way, the reverse of the light pen. Rather than the user drawing on a screen, the computer drew on paper. However, instead of the raster-like back-and-forth of the dot-matrix printers, the plotter drew individual vectors, much like the turtle in the Logo programming language.

SP1; PA0,0; PD; PR0,1000; PU; PR1200,0; PD; PR0,-1000; PU; SP;

Much like a Logo program, rather than the computer storing a user’s drawing as a flattened bitmap and modifying it as the user makes changes, the computer stores the vectors (or lines) that make up the user’s drawing as the user is drawing it, rendering it to the screen sequentially whenever the drawing is loaded or the screen needs to be re-drawn. A simple pen-plotter program and its output, two vertical lines.

On 8-bit computers this was much slower than simply storing a flattened bitmap, but had the benefit that pen plotters could accurately replicate the drawing without any pixelisation. The drawing was sent to the pen plotter using ‘control languages’ that looked a lot like Logo turtle commands: In the example to the left, the printer is instructed to take the first pen out of its ‘stall’ (SP1), move to the top-left corner (location 0,0) of the paper (in landscape orientation) (PA = Plot Absolute), put the pen to paper (PD = Pen Down), draw a vertical line 1000 units relative down (PR = Plot Relative to current position), then lift the pen up (PU), move 1200 units to the right, put the pen down again, draw a vertical line up the paper 1000 units, lift the pen up again, and then return the pen back to its stall (SP). The result is a page with two vertical lines. Note that each command ends with a semicolon, so that the printer knows the command has finished and it can process it. These printers didn’t have a lot of memory (neither RAM nor ROM) and so they had to be very economical with their programming languages! This particular plotting language was developed by Hewlett-Packard and was called HP-GL. Another language, from rival Houston Instruments, was called DMPL. Computer users, however, didn’t usually need to program the printers directly. They could use BASIC ‘extensions’ (additional commands added to built-in BASIC interpreters by loading a binary program after the computer was turned on). These extensions allowed them to control the printer using commands such as PLOT, PEN and SCALE, the latter able to translate pixel co-ordinates into printer co-ordinates (the printer usually having a much larger ‘grid’ from which to work with, in an era when most screens were less than 200 pixels wide, if they could even display pixels at all.)

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Plotters came in a few different designs. Early plotters, like the one pictured directly below, wrapped the paper around a drum, and then moved the pen horizontally across the drum, rotating the drum in order to move vertically. Sometimes the paper had perforations, like ‘tractor feed’ paper for dot-matrix printers, although the model below appears to use electro-static charging to hold the paper in place. The model at the bottom of the page used friction rollers to keep the paper straight, and a roller behind to move it, while the plotter at the bottom of the opposite page used two tiny wheels, known as ‘grit wheels’ which created tiny indentations as the printer moved the sheet back and forth, ensuring the page remained straight. However, the ‘flatbed’ plotter is the most recognisable style of pen-plotter. With a flatbed plotter, the paper remains stationary, and the pens are moved both vertically and horizontally by the means of two bars driven by pulleys and toothed belts or wires. Although it was the slowest of all the plotting methods (plotting was slow!), and pages had to be manually inserted and removed, users did not need to worry about the paper coming askew and ruining the drawing, or wrinkling or jamming. Also, the flatbed plotter was much more suited to having multiple pen colours, the plotter directly below featuring 8 different pens.

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You can do a lot with straight lines!

TO DRAW :SIZE MAKE “SIDE :SIDE + 2 FORWARD :SIDE RT 89 IF :SIDE < :SIZE [DRAW :SIZE] END TO SQUIRAL :SIZE SHOWTURTLE CLEARSCREEN MAKE “SIDE 0 DRAW :SIZE END SQUIRAL 20

The equivalent to the BASIC command LET, which assigns values to variables is MAKE “variable To use that variable with a function you precede it with a colon, for example :variable

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The story is often the same now as it was in the 1980s: you start up Logo, you figure out how to SHOWTURTLE, then you type FORWARD 10 and the turtle moves ahead a little. You get a bit more adventurous and type RIGHT 90, then FORWARD 10 again and repeat it until you have a square, at which point you become quite pleased with yourself but then get stuck as to what to do next. Well, to do fancier stuff you need to know a few things. First, you can create procedures (lists of commands like FORWARD 10) by first typing TO (where is whatever you want to call the procedure), the commands you want and then END. So, for example: TO SQUARE FD 10 RT 90 FD 10 RT 90 ... END

OR

TO SQUARE REPEAT 4[FD 10 RT 90] END (indented lines are a continuation of the previous line)

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Logo’s most memorable feature is the turtle. In fact, many interpreters were written that only contained looping and branching instructions, simple variables and the basic set of turtle commands: FORWARD (FD), RIGHT (RT) and LEFT (LT). These ‘Turtle Graphics’ programs let users use the turtle like an etcha-sketch or a spirograph, without the overhead of Logo’s advanced functionality. Some modern Logo interpreters (such as microM8’s microLogo) add UP and DOWN (DN) so that the turtle can move in 3D space.

There are plenty of books on Logo available on the Internet Archive at https://archive.org Good searches include introducing logo logo manual logo reference and byte logo

TO DRAW :SIZE MAKE “SIDE :SIDE + 2 FORWARD :SIDE RT 89 UP 10 IF :SIDE < :SIZE [DRAW :SIZE] END SQUIRAL 100

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TO DRAW :SIZE MAKE “SIDE :SIDE + 2 FORWARD :SIDE RT 89 (ADD UP 10 HERE FOR 3D) IF :SIDE < :SIZE [DRAW :SIZE] END TO SQUIRAL :SIZE DRAW :SIZE PU HOME PD MAKE “COUNT :COUNT + 24 MAKE “COLOR :COLOR + 1 RT :COUNT SETPC :COLOR MAKE “SIDE 0 END

TO SQUIRALCOL :SIZE The IF directive is similar to BASIC SHOWTURTLE IF. You compare two :variables and CLEARSCREEN then say what you want Logo to MAKE “SIDE 0 do if the comparison is true in the MAKE “COUNT 0 following square brackets. MAKE “COLOR 0 You can pass a paramREPEAT 15[SQUIRAL :SIZE] eter to a procedure by END adding it to the TO command. But don’t forget to pass it on if you need to!

After all three procedures are entered, type SQUIRALCOL 100

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SETPC sets the colour of the turtle’s ‘pen’, and everything it draws after that will be in that colour. The number of available colours varies depending on the version of Logo you’re using.

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microLogo also adds ROLLLEFT (RL) and ROLLRIGHT(RR) which ‘rolls’ the turtle left or right by the provided number of degrees. By simply adding a RR 10 to the DRAW procedure, we can dramatically affect how the final drawing looks. Compare the output on the previous page to the output on this one. Feel free to change the RR, UP and even the RT values and see what happens! The SQUIRAL program is a good starting place for plenty of fun and inspiration.

When Logo was introduced in the early 1980s TO DRAW :SIZE it became popular as a teaching language MAKE “SIDE :SIDE + 2 for children. The turtle was like a little robot that you could command, which seems almost FORWARD :SIDE inane today but there were few practical opRT 89 portunities at that time to develop the skills UP 10 associated with that sort of scripted direction. Logo provided an excellent opportunity. RR 10 IF :SIDE < :SIZE [DRAW :SIZE] END

SQUIRALCOL 100

But don’t forget to SAVE “SQUIRAL or you’ll have to type it all in again! The interactive and immediate qualities of the Logo turtle meant that children could jump in and start moving the turtle around almost instantly, the relative nature of its direction intuitive to most of them, and allowing for the creation of complex designs in just a few lines of code.

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These graphics were taken from Byte magazine, July 1983.

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So, we’ve seen that digital creativity in the 1980s had a few avenues that could be explored: Logo let you draw to the screen programatically with the turtle, you could paint on the CRT with a light pen colouring pixels, you could create vector line art and then draw it on paper with a plotter, you could create portaits using an Amiga and a black and white video camera like Andy Warhol – but in the 1980s, could you actually then share your artwork digitally the way we do today? These days we take the idea of graphical telecomputing for granted. The world-wide web allows us to share photos and artwork on social networks with relative ease, we can design sophisticated interactive web pages rich with graphical content. However, in the late 20th century information was usually distributed to people on paper, and what digital services there were delivered their data in simple plain text.

In the late 1960s researchers in several countries looked into ways in which data could be delivered to home users. There were two competing options: teletext, which was delivered over radio waves (typically as part of a television signal) and videotex, which was sent over the phone lines using a modem. Unlike teletext, videotex had the advantage of being two-way, allowing for true interactivity with the user. In the UK, British Telecom (then the General Post Office) developed a videotex system known as Viewdata, which they launched as Prestel in 1979. During development it was agreed that both teletext services (such as the BBC’s Ceefax) and videotex services would use the same video standard of a 40x24 text mode with some graphics characters. This led to the teletext art we’ve covered in previous issues, which although interesting is quite limited in scope (so limited it’s amazing what people have been able to come up with!). A similar standard was used in France. In Canada, however, researchers at the Communications Research Centre in Ottawa wanted something a bit more flexible, and so they devised a different standard, one that encoded graphics instructions as text, with each instruction represented by an ASCII character. Text was sent by bookending it with “shift in” and “shift out” characters. This protocol allowed for complex images to be transmitted in vector form and then reconstructed by the destination terminal (computer or set-top box). However, it also required more sophisticated computer hardware in order to decode the data, which meant terminals were more expensive then teletext-based terminals.

an early experiment in art delivered digitally

Videotex:

In 1978 a prototype system was demonstrated, and in 1979 planning for trials of the system, known as Telidon, began.

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It wasn’t long before American telecommunications company AT&T expressed an interest in the Telidon service. In the late 1970s it had experimented with the idea of a videotex service, and it was intrigued by the flexibility of the Telidon system. In the early 1980s it began adapting it for its own purposes, adding additional functionality and planning a rollout of a US-wide commercial videotex system. In part due to AT&T’s involvement, videotex was soon speculated by many media outlets to imminently become popular and its use widespread by companies, educational organisations and the government. It was declared that videotex terminals would soon become as common as telephones. After all, the concept of digital real-time access to information and services was a novelty for most, and it seemed reasonable to assume that ability was something everyone would want. Videotex was sure to be a hit. Against that background, arts organisations began considering the artistic potential of the supposedly coming ‘videotex revolution’, and in 1981 the US National Endowment for the Arts funded an artists workshop, run by New York Univerty’s Alternate Media Centre, to explore videotex’s creative possibilities. They wanted to identify the stylistic capabilities and limitations of the Telidon system’s graphics protocol. Artists would be invited to come and learn how to use the Telidon terminals, and then create artworks that would be included in content distributed over videotex systems in the United States and Canada. The workshop had three major goals: to allow time for artistic experimentation with the system, to engage a diversity of artists from different backgrounds and of differing levels of digital literacy, and to establish a framework for standardising graphical videotex content to ensure legibility and consistency of viewing across

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The organisers of the workshop speculated that the interactivity that the Telidon platform could potentially facilitate between artists and viewers could be leveraged to create interactive works, the development of which could be witnessed and influenced by Telidon users. This sort of reactive digital art presentation is something that we think of as a relatively modern invention, bestowed on us by the Internet, but people were thinking about doing it using videotex in 1981! However, circumstances would conspire to postpone their dreams for over a decade.

different videotex systems and terminals, taking into account the variety of content an artist could produce. Ten artists were selected to take part in the workshop, nine of whom had no previous experience with computer graphics. Most of the participants were creating complex graphics after three or four sessions, although some were not capable of creating ‘production quality’ images until they had a few months of experience using the Telidon hardware. However, the artists weren’t just creating stand-alone images; they took advantage of the navigational capabilities of the Telidon system (a structure similar to modern-day web pages) to create not just sequential cartoons but semi-interactive presentations, for example one had the user moving from one room in a virtual house to another, and reading a short story in each. This was quite advanced for 1981, a time when doing something similar typically required programming a computer from scratch. During the sessions a few things were learned. Artists found they were limited by the system’s palette of six colours and six shades of grey. However, they discovered they could work around that limitation by using dithering, where two colours are used in a checkerboard-like pattern to create the illusion of a third, or by halftoning, where differently-sized or spaced spots of colours create the impression of varying levels of darkness or lightness. But these methods also made the artworks more complex and data-heavy, and the slow transmission speeds of videotex (around 150 characters, or in the case of videotex, graphics instructions, per second) meant such images appeared very slowly. Consequently, it was decided these techniques would be used sparingly.

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Simplicity was identified as a strategy fundamental to the effective design of videotex graphics: the ideal image could get both its artistic and conceptual messages across while keeping its overall data size low. For this reason, animation was experimented with but determined that attempts were largely distracting and cumbersome. Legibility was identified as an issue in the use of text. The resolution of the videotex terminals was not high, and would often be displayed on television sets using RF (radio frequency) modulators, which made the presentation of large amounts of text somewhat challenging. Short sentences and paragraphs, displayed in large type, were best. Various visual cues to help users navigate presentations were experimented with, and in some cases became part of the uniqueness of each. In one case, the navigation itself became a game, where users had to decipher the meaning of symbols in order to navigate through it. The end result of the workshop was an electronic magazine with 425 pages containing works by the ten artists, and index pages. It was presented on videotex systems in New York and Saskatchewan, and shown at video festivals in Los Angeles and Washington DC.

The Telidon system allowed for the display of seven different geometric primitives, including dots, lines (solid, dashed or dotted), rectangles, arcs, circles, polygons and text characters. Line and fill colours could be specified, and more complex shapes could be created by overlaying shapes on top of each other. However, each shape took a certain amount of time to transmit and display, so designers had to take care not to use too many of them, so that their image didn’t take forever to load!

The workshop’s organisers concluded that, while it had technical limitations, the videotex system had potential as an outlet for creative expression, more so than teletext. Additionally, they speculated regarding the potential for the system to facilitate communication between artists (for collaboration and critique) and with consumers of their art, to perhaps drive artistic creation or enable sales or promotion – and they were correct, these are all common uses of today’s Internet. Videotex’s future looked bright.

So what happened? Why didn’t videotex take off?

Firstly, the terminals were expensive. In order to display vector-based graphics they needed (for the time) near state-of-the-art microcomputing hardware. Secondly, home computers were becoming a thing, and they weren’t much more expensive. When faced with the choice between the two, consumers opted for the computers, even though the only communication services you could connect to with them were strictly text. Videotex software was produced for some home computers, but many videotex providers sent information over cablevision systems, meaning the purchase of additional hardware to recieve it. Videotex was also typically slow, and many users were impatient. Despite several efforts at creating a commercially viable videotex system, they had largely died out by the mid-1980s... ...with one notable exception. Prodigy was an online service launched in 1984 that used the Telidon’s communication protocol (known as NAPLPS, the North American Presentation Layer Protocol Syntax) to provide a graphical experience to its users. Unlike other videotex services, Prodigy worked strictly using home-computer software and standard telephone modems, so the up-front costs to the consumer were lower. In order to solve the speed issue, many of the common graphics and user interface elements were bundled into the Prodigy software, lessening transactions between the server and the client. The software had an internal programming language interpreter that could execute software sent by the server on the local machine, and also appears to have cached data to additionally speed up loading times. All of these elements combined to mitigate the deficiencies of earlier videotex attempts, and Prodigy was successful, offering its videotex-based service until 1999, when it was forced to close due to it not being Y2K compliant. But by then there was the Internet, and HTML.

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The graphics and music in videogames may be an art-form all their own but while videogame consoles provide their owners with an opportunity to appreciate them, they are not generally designed to also give those owners the ability to create them. Facing mounting criticism from parents, educators and even legislators regarding the limited non-entertainment value of its products, Nintendo sought to counter that criticism with Mario Paint. Videogame consoles such as the Super Nintendo had developed a poor reputation as instruments of consumption, creativity having exclusively been the domain of computers. Nintendo wanted to have at least one thing they could point potential Super Nintendo owners toward that demonstrated the console’s capability to foster creativity in their children – a salve to soothe the concerns of parents. To that end, Mario Paint was released in 1992. Mario Paint allowed SNES users to create digital works of art. It included a mouse, not just to improve the user’s ability to draw, but also (let’s be honest) to make the SNES seem more like a computer. Users could draw using a simple, straightforward interface, and create ‘stamps’ that could then be used in drawings. They could also create animations and set them to music composed using Mario Paint’s builtin music editor. Of course, the user-interface elements in Mario Paint comformed to the Nintendo aesthetic, creating a very Mario-like experience. Every screen in the application is designed to be fun.

Drawing on the main canvas had no zoomed view, so to create detail you needed to make ‘stamps’, which were edited at the pixel level. You then ‘stamped’ them on to the canvas. You could also use stamps in animations. Sadly, however, you couldn’t save stamps separately.

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However, Nintendo must have decided that Mario Paint was still not ‘fun’ enough, as they also added a few other videogame-inspired elements (or maybe Nintendo just couldn’t help themselves) to keep users entertained (and their brand on-message). These included ‘easter eggs’ hidden on the title screen (clicking each letter in the title causes silly things to happen, such as Yoshi running across the screen, for example) and a ‘mini-game’ where the user swats flying insects with the mouse, called Gnat Attack.

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The Super NES mouse could be used for more than just Mario Paint: several games also used it, including a version of Arkanoid (Doh It Again), Doom, Wolfenstein 3D, SimAnt, Lemmings 2 and a few card games.

In the Mario Paint ‘Player’s Guide’, Nintendo declared “Computer paint programs may be more sophisticated, but they don’t cover as much ground”. We’re supposing they mean Mario Paint’s ability to create animation and music. Which you could do. With Mario Paint you can create an animation of up to 9 frames (the more frames, the smaller the animation). You can superimpose the animation over a background, and create a path for the animation to move on over time, such as Mario walking across the screen. The music part is also amusing. Give it a shot. (You can try a web version at https://danielx.net/composer/) Unfortunately, you could only save a single workspace – if you saved a new canvas (or a stamp without first loading the old canvas) you would lose your previously saved work. There there wasn’t any other method of keeping your previous creations other than by taping them using a VCR.

As an aside, the Mario Paint Player’s Guide is quite extensive and worth a look, as of this writing it was available on-line at https:// annarchive.com/files/Mario%20Paint%20 -%20SNES%20-%20Nintendo.pdf It contains a number of pixel artworks and example songs that you can manually transcribe into Mario Paint and play. Mario Paint inspired another ‘creativity game’ called Acme Animation Factory. It could also use the mouse. The cartridge provides you with similar tools to create animated cartoons using the Looney Tunes characters, and set them to music. Different icons make sounds of different instruments, including drums. You place them on the staff and they are triggered when the ‘play head’ sweeps over them during playback.

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HOW TO MAKE MONEY USING COMPUTERS... sounds like the title of a bargain book, but in the late 1980s it was a dream-come-true for many a budding desktop publisher. Or it was for some of them, anyway...

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The print industry prior to then had been an extremely mechanical one, all the way back to the invention of the printing press. To produce a publication, you arranged text blocks and image plates on a rack, coated them with ink and stamped them on paper. This was a time-consuming process that involved a number of different people, and a lot of back-and-forth to get things just right. It was also a very difficult industry to get into, with high start-up costs and all sorts of gatekeepers with little appetite for outside-of-the-box ideas (or outside-of-the-box people, for that matter). But the Macintosh changed all of that. For around the cost of an average car, you could buy a Mac, a laser printer and some software, and with a little talent you (yes, just you!) could produce ‘print-ready’ documents that could be copied or turned into plates for printing presses. Anyone could become their own print shop. This was a complete paradigm shift. Gone were the gatekeepers, the power of Big Print over the industry significantly weakened, the doors thrown open to all and sundry who wished to throw off the shackles of employment, mortgage their houses and start their new lives as owners of their own businesses. A flourishing new cottage industry quickly emerged and thousands of people found happiness in their new careers. Sounds great, doesn’t it? If only it had been that easy.

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AS EASY TO USE AS A TOASTER(?) Of course, Apple was in the business of selling computers, and so the ‘desktop publishing (as graphic design was known at the time) gold rush’ that emerged in the years after the release of the Macintosh suited them nicely. They weren’t shy about exploiting people’s desires for financial and professional freedom, either, running advertising campaigns that touted the Mac’s ease-of-use. If you bought into the hype, the Macintosh could give anyone the ability to do almost anything. But while it was true that the Macintosh was easier to use than other personal computers that came before it, it wasn’t magical, and it couldn’t bestow instant talent on its user, as much as those who had just spent several thousand dollars on one may have dreamt it could. Training prospective desktop publishers became as lucrative as desktop publishing itself (if not more so) as new Macintosh owners rushed to pull their rapidly smouldering new careers out of the fire. Of course, ads like the one to the left (for Ready Set Go, one of several desktop publishing software packages) didn’t help. But since when has advertising ever been truly honest? Happily for some it wasn’t completely hopeless, and armed with both technolgy and talent, they marched into the future...

THE RACE TO THE BOTTOM... However, when they got there it wasn’t pretty. Sure, they could undercut traditional typesetters and do small-batch publishing much cheaper than the big printing houses, but unless you had the luxury of being the only desktop publisher in town (unlikely) then you would have been forced to deal with competitors – competitors as anxious as you were to establish themselves, and as willing as you were to do whatever it took to survive. As in any industry some competed on price, and drove each other out of business. Some attempted to compete on quality, but while there is value in more sophisticated design, for most people a brochure was a brochure and they inevitably selected based on price. It also didn’t help that every computer-savvy kid whose parents bought them a Mac (or an Atari ST, or an Amiga) quickly realised they could pirate a desktop publishing program and put themselves out there. It was better than mowing lawns!

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TECHNOLOGY MARCHES ON... And so, those outfits that survived tended to be the ones who got into the magazine game, providing design and layup for niche publications that couldn’t afford to have dedicated staff. Some were tasked with creating advertisements for clients of these publications, and then branched out into designing corporate logos and advertisements for clients more directly. Low-end, unsophisticated commercial ‘desktop publishing’ largely fell away (left to the kid with the Atari) and morphed into graphic design. Meanwhile, the Macintosh evolved, shifting from monochrome to colour, and software evolved with it, allowing for in-the-box photo editing and layout of colour publications. Cut-and-paste publishing was completely abandoned, with entire publications being produced digitally, photographs and artwork scanned in, stored on hard disks and sent to the printer on CD-ROM. Laser printers became faster, cheaper and colour themselves, allowing for quick proofing and client approvals. Computer speed increases provided additional freedom to designers, who could iterate more quickly and produce better designs. Publications became more sophisticated. Ironically, computer magazines fell all over themselves promoting the magical new abilities of WYSIWYG software to streamline the process of developing print media. But while in the short term computers did make the process cheaper and less complex, in the long term the increasing ubiquitousness of digital devices would eliminate the need for printing entirely, eventually driving the consumer price for information to near zero and creating a crisis within the publishing industry.

THE WORLD OF TOMORROW... ...which is today! As the graphical capabilities of computers increased, combined with the power of the Internet the World Wide Web was born. While initially extremely primitive in terms of design, advances such as CSS and Javascript / HTML 5 have led to an on-line world rich in sophisticated websites and content, a world that couldn’t have existed without computers such as the Macintosh and those pioneers who risked their livelihoods by rushing headlong into the largely uncharted territory that was desktop publishing. However, the web has not been kind to the print industry, with newspapers and magazines largely replaced by cheap or free on-line versions, those themselves preyed upon by content ‘recyclers’ who post slightly re-worded versions of articles on their own sites in the quest for advertising revenue. It’s still uncertain how the print media industry is going to survive in the long term, and it ultimately may not survive at all, with the production of well-researched content moving exclusively to the domain of video. Although bad for print media, the Internet has arguably improved access to information in general, a net benefit.

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Computers can be used to design more than just corporate logos and magazines! CAD (Computer Aided Drafting or Design) leverages the capabilities of computers to replace the tedious process of pencil-on-paper drafting. No longer do iterations necessitate new drawings (or extensive erasure). Making a change is as simple as deleting or altering a line. You can recycle drawings into new ones, by reusing parts of a drawing, or combine parts from different drawings, for example floorplans or other repetitive designs. You can create templates to speed up new drawings. And when you’re done you can print them using Postscript or another printing language to ensure the highest quality output, or e-mail them to whoever needs them, no pulp required. CAD made a brave new world for drafting. But how did we get here? In 1977, Michael Riddle started development on a program called Interact CAD. Interact ran on a minicomputer, a computer smaller than a mainframe computer but still designed to have multiple terminals connected to it, sharing its CPU and other resources. Interact did all of the calculations needed to create new drawings or change them, and with guaranteed accuracy.

Autodesk was founded in 1982 by Riddle, John Walker and 14 other co-founders. They intended to develop a number of ‘automation’ applications that streamlined aspects of various industries, hoping that one of them would take off. That turned out to be AutoCAD, a conversion (or ‘port’) of Interact CAD to the CP/M (Control Program for Microcomputers) computing platform. CP/M was an operating system created in 1974 for Intel 8080 / 8085 processors running inside S-100 (or Altair) bus-based computers. The private use of CP/M computers by hobbyists was the impetus for the introduction of consumer-oriented ‘personal’ computers. But more importantly, CP/M and S-100 combined to make a standard method of designing and working with a computer, and this made software more portable. Up until that time you typically had to compile software on a new computer, making changes to suit its particular methods of operation, and this typically had to be done by the software vendor, who was protective of their source code! But with CP/M, you could just send a customer a disk or tape.

But minicomputers were quite expensive and out of the reach of most smaller drafting firms, which meant they were still stuck using a drafting desk and a t-square – as they had been for hundreds of years. In order to make Interact CAD more accessible, it needed to be able to run on microcomputers – personal computers.

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This meant that AutoCAD could be sold and installed much more cheaply than Interact CAD, and work on much cheaper hardware. This, combined with being the only player willing to take a risk in developing microcomputer software for the drafting market, led to AutoCAD’s widespread adoption. By 1986, four years after its introduction, AutoCAD had overtaken all other CAD programs, running on mainframes, minicomputers or otherwise, to become the most used CAD application in the world. It’s a very good example of how personal computers could (and would) dramatically change an industry. It’s also a very good example of how a niche market could become dominated by a single application – while engineering and architecture firms were happy to train their employees up on the first software package to show a benefit (and AutoCAD’s benefits were enormous), they’re far less likely to re-train up those employees on another package regardless of additional benefits (unless they are very substantial), which means the first package they buy is likely to be the one they stay with until they’re forced to move to something else. AutoCAD was that software. And Autodesk was here to stay. Indeed, since Autodesk launched AutoCAD at the COMDEX trade show in Las Vegas in 1982, there have been 31 versions of the software, some running on MS-DOS, then Windows and then Macintosh. AutoCAD is used in construction, animation, architecure and more. But while AutoCAD would rule the roost for decades to come, competitors still attempted to take a slice of its pie.

However, no one ever came close to AutoCAD’s market share. This was in part because computing publications loved AutoCAD: not only was Autodesk successful in getting a new industry to computerise, they also advertised a lot which didn’t hurt. Also, crucially perhaps, Autodesk also developed a good software package and supported it well, and there was no reason for anyone to go anywhere else.

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Advertisement for Scotch brand diskettes.

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In 1983 Australia’s Royal Perth Yacht Club challenged the New York Yacht Club to a race for the America’s Cup, a sailing trophy that had been held by the the NYYC for the previous 132 years and 24 challenges. With his yacht Australia II, businessman Alan Bond had finally found victory after three previous failed challenges between 1974 and 1980. For the first time, the America’s Cup was no longer in the hands of the Americans, and they really wanted it back! The next contest was scheduled for four years later, in 1987. Now that Australia had demonstrated it was possible to beat the Americans, a number of yachts from other countries opted to take a stab at it, including Canada, France, Italy, New Zealand and the United Kingdom – 25 yachts in all. This made for a really crowded field! Contests to identify both a challenger and a defender were held. Ironically, Alan Bond’s Australia IV lost the defender contest to Kookaburra III, placing Bond outside of an America’s Cup regatta for the first time in thirteen years. But the challenger spot was won by Stars & Stripes 87, an American yacht skippered by Dennis Conner, who had skippered Liberty, the yacht that had lost to Australia II. Conner did not want to lose twice.

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The best-of-seven series of races was held off the coast of Fremantle, Western Australia from the 31st of January to the 4th of February 1987. It was a short series. Stars & Stripes 87 won every race. The Americans had regained the Cup. But how had they done it? Technology had been playing an increasing role in the design of yachts into the 1980s; Australia II had won the 1983 contest in part due to its winged keel, a new design that had allowed it to have a very low centre of gravity that aided it while sailing upwind. Hulls made out of fiberglass were starting to make an appearance. And sails were being designed using computer programs. Written in languages such as Turbo Pascal (as demonstrated in the advertisement below), these computer programs modelled the conditions faced by the competitors, mathematically calculating the ideal sail shape, which was then laser cut. Conner wasn’t going to make the mistake of thinking twice that seamanship would win the day. He would need to be creative with the design of the Stars & Stripes, spending two and a half years refining it, including its sails, building a fast ship designed for the strong winds off of Western Australia. His efforts paid off, and the America’s cup returned to America. Sailing was changed forever.

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POPPED CULTURE But lasers aren’t just used for cutting sails. They’re used in all sorts of applications, including in CD, DVD and BluRay players. However, before all of those there was LaserDisc. Efforts at optical video recording began in the 1950s, using a transparent disc. But it wasn’t deemed to be commercially viable at the time. In 1969 Dutch manufacturer Philips was experimenting with optical disks when they discovered they had more success with a reflective disc. They partnered with American company MCA (which owned the transparent disc patents) to develop the LaserDisc system. They demonstrated a prototype in 1972, and the system went on sale in 1978, two years after the introduction of the VHS VCR and thus arguably two years too late to gain widespread popularity. Although LaserDisc’s descendants, the CD and the DVD would be wildly successful, it was not, but the format did find an audience amongst those who wanted the highest video quality, which was unrivalled by tape-based competitors. LaserDisc also had another advantage VHS couldn’t match: it could be used to make videogames.

A laserdisc stores information in a similar way to a CD-ROM: a spiral track circles out from the centre of the disc, the track made up of ‘lands’ and ‘pits’, two levels of elevation. The lands are reflective, and the laser can detect a land or a pit based on whether or not the light bounces back. However, unlike CDROM the video signal on a laserdisc is encoded in analog, with varying widths of pits and lands making up a composite video signal with FM sound.

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POPPED CULTURE When animator Don Bluth agreed to animate an obscure laserdisc videogame tentatively titled “The Dragon’s Lair”, little did he know it would become one of his biggest successes... july 2019

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Dragons Lair... Dragon’s Lair... ah yes Dragon’s Lair. I remember that castle fantasy arcade game, the one that by 1986 when I first laid my eyes on it (in Australia), was always in the corner by itself and not many people playing it because it was more expensive than the 20c Galaga, Spy Hunter or Gyruss. Little did I know of the incredible story behind how Dragon’s Lair came to be. As a young teenager playing arcade games, I only marvelled at its amazing graphics but also baulked at playing it because of the high price per game. It was inherently different from every other arcade game in every possible way at the time of it’s release way back in 1983. Unlike every other pixelated sprite styled video game in the arcades, Dragon’s Lair has a most fascinating history to uncover, it became an instantly famous arcade game in America due to its unique cartoon animated graphics as well as its intriguing but frustrating gameplay. Still to this very day, Dragon’s Lair and its animated movie gameplay by Don Bluth are highly regarded in the history of video gaming. Its graphical style ventured into uncharted waters in a video gaming era where no one had ever seen or attempted to make an animated cartoon arcade game before. This the story of Dragon’s Lair and the person behind its animation, Don Bluth, of how it all came to be. For me it was strange to see an animated game in the arcades and stranger still that it was not put together by a known arcade coder, developer or distributor. A pimply faced teen who was playing the latest arcade games the likes of Out Run, Yie Ar Kung Fu and Space Harrier (I was brought up on Konami, Sega and Atari arcade gaming), I was completely unaware that Dragon’s Lair had been a major arcade gaming success upon its release, even being hailed as the saviour to the now infamous and highly reported 1983 video gaming industry meltdown. In arcades across the United States, during 1983, Dragon’s Lair had people queuing up outside the door just to play it. In a time when arcade video gaming was ruled by the likes of Frogger, Pac Man, Space Invaders and Pit Stop - Dragon’s Lair created gaming history, it was dare I say it, quite a video gaming phenomenon, as game players looked in astonishment at its amazing movie animated graphical display. As the first game at 50c per play it did not deter gamers, Newsweek captures the level of excitement displayed over the game stating “Dragon’s Lair is this summer’s hottest new toy: the first arcade game in the United States with a movie-quality image to go along with the action. The game has been devouring kids’ coins at top speed since it appeared early in July. People waited all day in the crush at Castle Park without getting to play, It’s the most awesome game I’ve ever seen in my life.” By the end of 1983, Electronic Games and Electronic Fun were rating Dragon’s Lair as the number one video arcade game in the USA, it received recognition as the most influential game of 1983, as regular computer graphics looked “rather elementary compared to Don Bluth’s top-quality animation”. By February of 1984, it was reported to have grossed over $32 million for arcade game distributor / publisher, Cinematronics. Don Bluth wasn’t an arcade game household name, so who was he exactly? Don had plied his trade as a film animator, film director, producer, writer and production designer. As a young child from El Paso,Texas, in the 1940’s, he would ride his horse to the town movie theater to watch Disney films and is quoted as saying ,“Then I’d go home and copy every Disney comic book I could find”. In the 1950’s he gained employment at Disney as an assistant but left soon after and in the late 1960’s he joined Filmation, working on layouts for The Archies. In the 1970’s he found himself again at Disney working on cartoons such as Robin Hood, Winnie the Pooh and Tigger Too, The Rescuers and directing animation on Pete’s Dragon.

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by George Bachaelor

POPPED CULTURE First, let’s take a quick look at the technology behind the games themselves. While every other arcade game had microchips on a board, Dragon’s Lair, published by Cinematronics in 1983 was primarily powered by a few rom chips and at the heart of the machine and the game was a Pioneer, Laserdisc, (model PR7820 and other Pioneer models after that). Technically it was far superior and ahead of its time, but not an acceptable or a well known format that the average arcade gaming punter may have realised was inside the arcade machine they were playing. How did this all play out you ask? You have to go back to 1958 when Optical Video Recording technology, using a transparent disc, was invented by David Paul Gregg and James Russell. The technology was patented in 1961 and from there MCA bought the patents. In 1969, the Philips company developed a videodisc with a reflective mode having advantages over MCA’s transparent disc, so MCA and Philips combined their efforts and first publicly demonstrated the video disc in 1972. In 1978 the analogue LaserDisc was first available commercially in Atlanta, Georgia, showcasing movies like Jaws, two years after the introduction of the VHS VCR, and four years before the introduction of the CD (which is based on laser disc technology). Pioneer Electronics later purchased the majority stake in the Laserdisc format and that’s why there’s a Pioneer Laserdisc powering Dragon’s Lair as well as the Space Ace arcade video games (and possibly most other arcade LaserDisc games). Arcade gaming up until 1983 had essentially been limited to pretty standard hardware capabilities. Coders and graphical artists were severely restricted in what they could portray on a video arcade game screen. According to my research in 1983, the very first LaserDisc video game was Sega’s shoot ‘em up, called Astron Belt but it had very little fanfare or is given the credit as being the first ever laserdisc arcade game. As history has shown, later that same year, laserdisc arcade gaming was taken by storm as Dragon’s Lair was released, capable of better audio, better graphics, better resolution and able to store as well as access game information directly from a huge sized 20 centimetre disc. The main disadvantages to Laserdisc gaming was that gameplay was often harder with the playing control mechanism used often very frustrating in comparison to existing arcade games. The laserdisc players while of high quality were not designed for the long use of arcade gaming in mind, there would often be momentary lags of a few seconds while playing the game as the laser disc was being read and the life of the the actual Laser Disc machine was limited and could fail quite easily often requiring costly repairs or replacement. Where Don Bluth came in as animator of Dragon’s Lair and later Space Ace, was as one would say “a bit out of left field”. Rick Dyer, the then President of Advanced Microcomputer Systems, had failed to get his so called ‘Fantasy Machine’ invention off the ground, it was unfortunately a spectacular failure, however it did demonstrate that still images and narration could be stored and accessed from a video disc with a graphic adventure game he had devised, called The Secrets of the Lost Woods. After having watched a Don Bluth animated movie - The Secret of Nimh, Rick Dyer realized he needed 2D animation, an action script and sounds to bring excitement to his game which would lead to the development of Dragon’s Lair. Originally he had created Dragon’s Lair for home computers but he had no way of marketing his idea onto the home computer and console market. So he contacted Don Bluth to make his animated videogame dream a reality. In an interview from the 1980’s (found on Youtube), Don Bluth explains the project synopsis and design of how the concept of Dragons Lair was envisaged:

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“First of all you have to give the illusion that the game player is in control when indeed he may not be, but you must give that illusion. I thought, ‘Wow, that’s right up our alley; that’s movie making.’ Give the illusion, present a moment to him in which he must react to a moment of danger and then get him to react to that moment at the right moment and then we’ll see another scene which he is saved from that... I thought, ‘That’s very interesting, how can I design a game which will present enough of those moments in short little periods of time to where the game becomes exciting?’ That was the challenge of the game”. As an independent entity, and on a shoestring budget of US$1 million, when Don Bluth and his studio took up the animation of arcade game Dragon’s Lair, seven months later it was finished. An astonishing feat considering the amount of work involved. Statistically speaking, 13 animators were required to sketch 50,000 drawings of game characters in action. 24 drawings required for each second on screen. Drawings were transferred onto plastic sheets otherwise called cells and had to then be painted which also included drawing and painting of the backgrounds. Special effects such as raging fires, crumbling walls and deadly vapours had to be drawn and painted and were included in the game as danger signals to the player. All of the cells were combined and photographed one frame at a time. 1440 frames for each minute of completed scenes. Dialogue, sound effects and a musical score were then added before it was all transferred and stored onto a Laserdisc as the finished animated movie game. Not being a global corporate conglomerate like Disney, Don Bluth’s production couldn’t afford to hire any models, or professional actors so the animators used photos from Playboy magazines for inspiration to draw the character Princess Daphne. They also used their own voices for all the Dragon’s Lair characters, to reduce costs. One professional voice actor does feature - Michael Rye, as the narrator in the attract sequence, he is also the narrator for Space Ace and Dragon’s Lair II. The voice of Princess Daphne was portrayed by Vera Lanpher, who was head of the Clean-up Department at the time. Dirk, the main characters voice belongs to film editor Dan Molina, (who later went on to perform the bubbling sound effects for another animated character, Fish Out of Water, from 2005’s Disney film Chicken Little). The original Dragon’s Lair, USA 1983, arcade game cabinets used a single side NTSC laserdisc, on the other side of the disc it was metal backed to prevent bending. European versions of the game were manufactured by Atari under license and used a single side PAL disc manufactured by Philips (not metal backed). Dragon’s Lair and Space Ace arcade games in Europe were different in cabinet design to that of the Cinematronics version in the USA. A LED digital scoring panel was replaced with an on screen scoring display appearing after each level and the Atari branding was present in various places over the machine. It also came with the cone LED player start button not seen on the USA cabinets. While the cartoon animation stored on Laser Disc was arcade gaming eye candy, the concept and gameplay meant you actually had the power of decision making. Dragon’s Lair and Space Ace games, are also known as the first true interactive movie games, back then they called it “participatory video entertainment”. In Dragon’s Lair, you do not control Dirk, rather you direct him in what to do. The player decides to make a correct or incorrect move with the joystick which would determine the outcome of the game. This was done by areas on the laserdisc being accessed according to which joystick control command was given. The game has 38 to 42 different episodes with over 1,000 life-and-death

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situations and over 200 different decisions to make. It has been confirmed from a video taped game that it only takes about 12 minutes to complete the game if you know all the moves. The object of Dragons Lair was that old plot of saving the damsel in distress. You played Dirk the Daring, a knight who has to reach The Dragon’s Lair inside a vast castle, slay Singe the dragon and rescue Daphne, the Princess. Once you complete the task, the game, the quest and the story are all over because there are no higher levels of difficulty. Basically, there is really no reason to obtain a high score, even though points are scored based on how far you can get and how well you can do. Contrary to popular belief, both Dragon’s Lair and Space Ace did contain diagonal movements. In some cases, these movements were simply the combination of two acceptable moves, while in other cases the diagonal move was distinct (for example, during the whirlpool segment, moving to the right or left is acceptable, moving diagonal up-right or up-left is acceptable, but simply moving up results in death). In all cases, the diagonal moves were optional, and there was always a 4-way alternative. Because of the Laser Disc format, movement during the game had to happen in a split-second. The game jumped between scenes depending on the success or failure of the player. It was an impressive feat for the time, but made for frustrating gameplay. Between the USA and European versions certain scenes were not shown or played, including the drawbridge, the “Ye Boulders” sign before the rapids, and the scene after the battle against the Knight. European release of Dragon’s Lair showed all the scenes played in the order they are stored on the laserdisc, and the game started on the drawbridge scene but that was cut from the North American version. Due to the success of Dragon’s Lair, Don Bluth and Rick Dyer teamed up again releasing Space Ace. It too used the laserdisc technology and animated cartoon story like gameplay and was found in arcades just 4 months later. Once again the player was required to move the joystick or press the fire button at key moments in the animated sequences to govern the hero’s actions. However, the game’s action was more varied with the player occasionally given the temporary option to either have the character he is controlling transform back into his adult form, or remain as a boy with different styles of challenges. Like Dragon’s Lair, Space Ace is composed of numerous individual scenes, which require the player to move the joystick in the right direction or press the fire button at the right moment to avoid the various hazards that hero Dexter / Ace faces. Space Ace introduced a few gameplay enhancements, most notably selectable skill levels and multiple paths through several of the scenes. At the start of the game the player could select one of three skill levels; “Cadet”, “Captain” or “Space Ace” for easy, medium and hard respectively; only by choosing the toughest skill level could the player see all the sequences in the game (only around half the scenes are played on the easiest setting). A number of the scenes had “multiple choice” moments when the player could choose how to act, sometimes by choosing which way to turn in a passageway, or by choosing whether or not to react to the on-screen “ENERGIZE” message and transform back into Ace. Most scenes also have separate, horizontally flipped versions. Dexter usually progresses through scenes by avoiding obstacles and enemies, but Ace goes on the offensive, attacking enemies rather than running away; although Dexter does occasionally have to use his pistol on enemies when it is necessary to advance. An example can be seen in the first scene of the game, when Dexter is escaping from Borf’s robot drones. If the

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player presses the fire button at the right moment, Dexter transforms temporarily into Ace and can fight them, whereas if the player chooses to stay as Dexter the robots’ drill attacks must be dodged instead. Space Ace was made available to distributors in two different formats; a dedicated cabinet, and a conversion kit that could be used to turn an existing arcade cabinet of Dragon’s Lair into a Space Ace game. Early version #1 production units of the dedicated Space Ace game were actually issued in Dragon’s Lair style cabinets. The latter version #2 dedicated Space Ace units came in a different, inverted style cabinet. The conversion kit included the Space Ace laserdisc, new EPROMs containing the game program, an additional circuit board to add the skill level buttons, and replacement artwork for the cabinet. The game originally used the Pioneer LD-V1000 or PR-7820 laserdisc players, but an adaptor kit now exists to allow Sony LDP series players to be used as replacements if the original laser disc player is no longer functional. Don Bluth animated three Laser Disc arcade games - Dragon’s Lair, Space Ace and Dragon’s Lair II: Time Warp. Even though Dragon’s Lair had been a tremendous arcade gaming success story at first release and would eventually be the forerunner of CD-ROM gaming on home computers, by the middle of 1984 however, after Space Ace, popularity of both these games declined rapidly. Other competitors during the peak arcade gaming years ventured into cartoon animated story games on Laser Disc, but their success would not reach the high peaks of Dragon’s Lair. However, the Dragon’s Lair legacy continues to live on many years after its arcade gaming demise. In 1986, Publisher, Software Projects, brought Dragon’s Lair to the home computer. The Laser Disc animated tech just could not be replicated to any high standard on 8-Bit computer systems like the Amstrad CPC, ZX Spectrum and Commodore 64. While the graphics is the main feature of the arcade game, the cartoon graphics were just not possible on 8-Bit home computers of the time. Graphically they were poor adaptations of the original arcade game, there was no Don Bluth doing the artwork or a team of animators, so it was just never going to be graphically outstanding or have the animation of the arcade game. The 8-bit versions had very poor graphics and only about 8 or 9 separate levels to play in comparison to the arcade game. There are very contrasting reviews of the game on 8-Bit platforms. ZZAP!64, issue 17, seemed to be forgiving of the difficulties of converting a laser disc game to the Commodore 64, giving it an overall score of 69%. They stated the graphics varied between average and very good, but one look and you can see they were being a tad optimistic. Lemon64 forum members are much more scathing in their comments about the C64 conversion, stating that “is was frustrating as hell and very high on difficulty”. In issue 62 of C+VG, they were less forgiving in their assessment of the spectrum conversion, giving it 6 out of 10 for graphics and 3 out of 10 for playability. Amstrad Action, issue 20, gave the CPC version an overall of 67%, stating that “i find it frustrating to the point of insanity”. The home computer game has so many drawbacks such as always dying an early death and always having to restart from the beginning no matter how far you have progressed as well as the dreaded multi load from tape, meant players got sick of the game fairly quickly. In 1989, video game publisher, Readysoft, released Dragon’s Lair onto the Commodore Amiga. To play the game required 1MB of memory and it consisted of 130 compressed megabytes stored onto six double sided discs, costing a whopping 44.95 pounds sterling. This was seen by many at the time as off putting to gamers and reviewers but the result of its graphics and sounds were simply amazing. The digitized graphics and sounds of the Commodore Amiga version of Dragon’s Lair are by far the best of any home computer version, ACE magazine (April 1989) describing it as “aural and visual excellence”. Although it was not the animated cartoon like the original arcade game, it was the best looking comparison to the arcade game, showing off the amazing capabilities of the Commodore Amiga. Critics either loved or absolutely hated the game - ST AMIGA Format magazine (March 1989) gave it an overall score of 92% stating

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“the animation is spell binding. It’s the sort of thing that programmers would gaze at in awe. The characters are animated so smoothly and with accurately moving limbs that you won’t know that you’re not watching a conventional cartoon”. It has “an extraordinary resemblance to the original arcade game. Sound is fairly extensive as well with atmospheric background effects and a range of squeals and screams”. While Commodore User Amiga magazine (March 1989) gave it an overall score of 32%, praising its graphics with a 97% rating and giving its sounds an 80% rating, but it was scathing of its gameplay slating its playability and fun factor giving it just 19%. Reviewer, Mark Heley stated “Dragon’s Lair is an an amazing achievement but who wants to buy an amazing achievement. I’d rather have a game if it’s all the same to you.” In 1987, Software Projects released an unofficial sequel on Amstrad CPC, Commodore 64 and ZX Spectrum home computers, called Dragon’s lair II: Escape from Singe’s Castle. In 1990, Readysoft once again released the game for the Amiga. The release of Dragon’s Lair on home computers had not been a full conversion of the whole arcade game, understandably due to memory constraints, so the unofficial sequel that is Escape From Singe’s Castle includes many of those parts left out. The plot this time though is that Dirk the Daring has returned to the Dragon’s Lair to claim a pot of gold (you save Daphne again in the 16 bit Amiga version). Once again, Singe has laid traps throughout his lair, forcing you to guide Dirk across a number of differently themed screens throughout eight levels to steal the gold and finally escape the clutches of the dragon. Once again the controls are awkward and the game high on difficulty. The graphics appear no different but there is more sound and it is rather annoying to the point of you having to turn the sound off, as it is unbearable. The Amiga version of the sequel is once again graphically impressive with lovely sounds but the Amiga gaming community is divided over its ratings - user MCMXC described it on Lemon Amiga “Compared to the first conversion, it is a HUGE improvement: faster load, many options (Including the indication of the moves), multitasking if enough memory available, saving positions and, if got a Hard Disk and the original first game, the possibility of install both of them making one single big game! A very good work! ”. However, user Mailman wrote of the sequel on the Amiga, “Serie of the games which are barely playable but full of absolutely amazing graphics (especially when you bear in mind that the conversion was done in years of ECS chipset domination). Nevertheless, seeing does not mean having good fun. Games are not only difficult but also stupid, boring and irritating. Very poor. This is a bit enhanced version of Dragon’s Lair”. The third official Don Bluth arcade game, Dragon’s Lair II: Time Warp, was released in the arcades in 1991. It was the first true sequel and released eight years after the original Dragon’s Lair arcade game. Graphically brilliant with superb animation sequences it was once again hampered by a poor control mechanism that plagued the other Don Bluth laserdisc games - Dragon’s Lair and Space Ace. Another sequel Dragon’s Lair III: The Curse of Mordread was made for Amiga and DOS in 1993, mixing original footage with scenes from Time Warp that were not included in the original PC release due to memory constraints. The game also included a newly produced “Blackbeard the Pirate” stage that was originally intended to be in the arcade game but was never completed. So you want to play Laser Disc games like Dragon’s Lair and Space Ace ? Well there’s an emulator for that, it’s called DAPHNE (how appropriately named and cool). The DAPHNE laserdisc emulator is free allowing you to play arcade laser disc quality games on your PC. Dragons’s Lair and Space Ace are there, but did you know there were a stack of laserdisc arcade games released throughout the 1980’s and 1990’s? Well Daphne emulator allows you to play almost all of them! Arcade laserdisc games you can play using Daphne include Astron Belt, Badlands, Bega’s Battle, Cliff Hanger, Cobra Command (running on Astron Belt hardware), Dragon’s Lair (US), Dragon’s Lair II, Esh’s Aurunmilla, Galaxy Ranger, Goal to Go (running on Cliff Hanger hardware), Interstellar, M.A.C.H. 3, Road Blaster, Space Ace (US), Star Blazer, Super Don Quix-ote, Thayer’s Quest and Us vs Them. DAPHNE is developed by Matt Ownby, the latest version being 1.0.12. It runs on Windows, Linux and MacOS. It is a closed-source, multi-arcade LaserDisc emulator. It is also available as a libretro core. You can also use MAME to emulate arcade laser disc games the main differences between MAME and DAPHNE are that DAPHNE is the primary emulator for LaserDisc arcade games and supports many more games than MAME. You can use the DaphneLoader to update DAPHNE and auto download games. MAME supports six LaserDisc games and two that DAPHNE doesn’t support - Cube Quest and Firefox.

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The Artistic Worlds of CD-ROM

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The multimedia boom of the 1990s

saw an influx of computer programs released on compact discs. With the extra storage allowed by the format, games could begin to provide gamers with a far richer experience than was previously allowed by those released on tape or floppy discs. Near photographic images were able be produced and real musical instruments were used on soundtracks. A PC with higher specs was even able to display full motion video!

by Paul Monopoli

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A lot of games released on CD were rehashes of their existing floppy disc releases, with few offering any advantagesother than having the game on a single piece of media. However, there were many that took full advantage of the the new format and, to this day, remain impressive pieces of software. While Microsoft were developing the Encarta Encyclopaedia for adopters of CD-ROM drives, Rand and Robyn Miller were looking to use the format to entertain. The end result, Myst, was both a game and an experience for the player. Originally conceived as an interactive children’s book, this piece of graphical splendour would be remade and enhanced once Myst had made its mark on the public. The brothers already had the distinction of releasing the first ever PC CD-ROM game, The Manhole in 1989. The Manhole impressed the magazines at the time and the brothers continued to improve their world building skills with each game that followed. In 1993 Myst was released and everything changed. The brothers had decided to develop a game that adults would enjoy and created a world filled with puzzles. Clearly an influence to later ‘sandbox games’, Myst takes place on an island that the player has to explore. There is little instruction given to the player who is given more freedom than had been seen in a game at that time. The lush graphics and realistic sounds were periodically interrupted by video from the evil brothers who vie for the player’s assistance. In an interview with Retro Gamer Magazine, Robyn Miller explained that neither of them took the videography seriously. The result was a mess of shaky footage which would be disguised by visual effects. While being heralded as a remarkable piece of gaming, Myst was still confined to the limitations of early 90s technology. As a result the game does not move in the same way a typical first person shooter would. Instead the position you click is presented to you without any motion. It is reminiscent of earlier golf titles, such as the Leaderboard series. Myst was a tour de force that started a franchise. The sequel, Riven, was released in 1997 with several more additions being added to the series over time. Even the original game has been rereleased with updated graphics and even with a fully 3D engine. With multiple endings, the game has plenty of staying power for those who enjoy open worlds and plenty of puzzles.

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Myst was a tour de force that started a franchise. If you were going to release a multimedia space adventure and you really want to show off your sci-fi credentials, then you could do worse than casting Mark Hamill as your title character. Mark plays Blair, a very different character to Luke Skywalker, and a man who must make many difficult decisions regarding space battles and his love interests. Creator Chris Roberts always felt like the original Wing Commander games were close to being the interactive movie he so desperately wanted to make, and when Wing Commander 3 was released he publicly declared that “this is a movie”. Featuring an all star cast, including the aforementioned Hamill, John Rhys-Davis, Malcolm McDowell and Back to the Future’s Tom Wilson, it would be difficult to argue with the man. While the theatrical elements of Wing Commander 3 are regarded as brilliant, the in-game graphics are often ignored. Using polygons, for the first time in the series, to create the ships allowed movement to feel much more realistic. Chris Roberts also introduced Super VGA graphics, allowing high res graphics to take the stage for the gameplay portions of the game. The in-play graphics and design of the ship interior are all designed to mirror the aesthetics of the interactive video scenes, providing a singular experience. The interactive elements of the game will affect how the flight scenes play out. At the start of each mission you get to choose your wing man, though how they feel about you, as controlled through the interactive movie part of the game, will affect how they react towards you. If you come down on your wing mates and their morale is low then they can make mistakes during missions. Though this game is considered the finale to the Kilrathi war, a sequel was commissioned featuring most of the cast from the third game, including Mark Hamill. This new story takes place after the war, and reviews at the time noted that more emphasis was placed on the interactive movie parts of the game, destroying the balance that had been such a part of Wing Commander 3.

With multiple endings, Myst has plenty of staying power for those who enjoy open worlds and plenty of puzzles.

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If you were going to release a multimedia space adventure and you really want to show off your sci-fi credentials, then you could do worse than casting Mark Hamill as your title character.

Though the Wing Commander series continued, the impact it had on the gaming community was somewhat lessened after the disastrous movie based on the series. The film, starring Freddie Prinze Jr continued the trend of poor video game - movie adaptations. It is difficult to understand how this happened, as Roberts was a keen wannabe film maker who was developing games. Sadly Wing Commander the movie was a financial disappointment which now sits alongside other poor adaptations such as Super Mario Bros.

One of the more charming elements of early text adventures was the paper and pen note taking required of the player. The games were very text heavy with a plethora of locations, so remembering everything was not an easy task. Return to Zork did away with this and took the notes for you. The entire experience was now visual, something that divided the fan base at the time.

Another title that took advantage of star power was Return to Zork. Originally conceived as a series of text based adventures, the Zork games have been ported to almost every system known to man. Developed at MIT, Zork contained one of the most advanced text parsers that had been seen in a text adventure up until that point. However, by 1993 typing commands to your character was becoming a thing of the past.

The gaming press were very positive, with magazines like PC Format giving praise to the new features. Reviewers noted that the graphical interface allowed the game to be more accessible to players who may not have encountered the Zork series before. Many fans of the original games, however, felt that it was a slap in the face, and arguments for and against this drastic change to the series can still be found on the internet today.

Return to Zork took the idea of an interactive storybook and attempted to evolve into an interactive movie. Starring 80s Flash Gordon, Sam J Jones, and Jason Hervey from the Wonder Years (another Back to the Future alum), this twelfth entry in the series was the first to feature a fully graphical interface and a heavy dose of video cutscenes.

The early 90s introduced the mainstream consumer to the 32 bit era, spelling the death knell for the 8 bit micro. With the new hardware came newer expectations. One could argue that text adventures were simply no longer in vogue, and the only way the Zork series would survive beyond the die hard fans was to go graphical. It worked for other companies such as Sierra Online.

Along with cutting edge video technology, the in game graphics were astounding for the time. Though grainy by today’s standards, they would have been considered ‘near photo quality’ in the early 90s. Gorgeous blue skies, solid wood grain and looming shadows all play a big role in immersing the user in the world of Zork. Like Myst, the player moves through static screens which form this wacky world of fantasy. The audio adds to the feeling of being part of a fantasy world, and by closing your eyes you can imagine yourself surrounded by treacherous mountains and mystical mazes. The only downside is the speech, which sounds rather tinny.

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These three titles really showed what the new age of multimedia was all about. Spectacular, true to life graphics with immersive audio tracks give you the feeling of being in a fictional setting. The accompanying video cut scenes make the experience really feel like the interactive movie that games should always have been. But although the games look and sound great, one cannot dismiss the greater focus on storytelling. Whereas a few years earlier the premise of a game could be explained away on the back of the box, this new era of gaming merged multimedia technology with a Choose Your Own Adventure novel. Continued evolution in technology has only seen this grow, and with virtual reality now becoming affordable to the masses I think it is safe to say that we are already at the next big boom in the gaming industry.

One could argue that text adventures were simply no longer in vogue, and the only way the Zork series would survive beyond the die hard fans was to go graphical.

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In the 1980s most computers came with BASIC built-in. If you had no money to buy games, you could type in listings from magazines and books from the library or write your own. But if you couldn’t code or type to save your life, what could you do? You could get the Arcade Machine! Broderbund founder Doug Carlston had a vision: what if he created a ‘game’ that created other games? He teamed up with Chris Jochumson and they came up with The Arcade Machine. The Arcade Machine allowed the user to create alien-attack style games such as Galaxian. You could design and animate enemies, players and explosions, create movement and firing patterns for enemies, draw backgrounds and title screens, and create sound effects. True, the Arcade Machine wasn’t free. But you could create a fairly wide variety (albeit within a specific genre) of games without having to shell out a lot of money.

The Arcade Machine cost US$60 – as little as $1 a game if you made 60!

And you might learn a thing or two about how games were created while you were at it! “Designing video games is an arcane art the secrets of whose craftsmanship reside within the very machine code of the computer itself,” declared the New York Times in a 1983 review. But the Arcade Machine could unlock those secrets – sort of. In line with its target genre, the shape editor refers to ‘tanks’ and ‘aliens’ – the former representing the player and the latter representing the enemies that must be destroyed.

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In designing these shapes you can use any of the six colours available in the Apple II’s HGR graphics mode: black, white, green, purple, orange and blue. You can also create ‘explosions’ (the result of shooting an alien), and the enemy type and the ‘missiles’ fired by the tanks. sound effects that happen A second editor, called the path creator, when you destroy them. lets you create the paths the aliens Aliens that are left alone follow, including the speed at which for too long can ‘mutate’ they follow it, which can be variable. into other aliens with difBetween the two you can create a sim- ferent paths. There’s also ple Space Invaders clone. Job done. a two-player ability. But wait, there’s more! You can set the scores achieved for destroying each

Hours (days? weeks?) of fun!

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“Century Concepts acquired low-quality master video games manufactured by General Masters Corp. of Los Angeles that were not designed for commercial use.”

“On April 5, 1985, petitioner received the first and only payment from ALA in the amount of $3.59 representing income earned from the sale of copies of (his) video games.”

“Mr. Denham found that General Masters primarily developed video games for the purpose of selling them for use in tax shelters.”

ALA Enterprises (aka General Masters Corp.) actually sold games made with The Arcade Machine... but they weren’t even good by TAM standards! They could be bought for $5 from Kay Bee Toys in the US... and people wanted refunds! The quotes above are from actual court cases involving ALA Enterprises...

Now, ALA’s antics shouldn’t reflect poorly on The Arcade Machine... for what it was, it did a fairly good job, and importantly it allowed people to dip their toes in the water in terms of writing their own games. But what if you weren’t into shooting games? What if you wanted to create something a little more laid back? Well, have we got the software for you! Bill Budge’s Pinball Construction Set could make, well, pinball games. Published by Electronic Arts, PCS let you drop bumpers, flippers, spinners and other pinball elements on to a playfield, and then customise their behaviour, the behaviour of the ball and of the table in general. This had the potential for lots of variety.

After developing the Raster Blaster pinball game for the Apple II, Budge decided he could turn it into a construction set. It was a very smart idea! Like The Arcade Machine, finished games could be saved in an executable format on disk and freely traded (allowing for a number of ‘public domain’ pinball tables to appear on computer bulletin-board systems and eventually the Internet.)

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From the Laboratory to the Arcade: Computer Music There are five senses: touch, taste, smell, sight and hearing. Computers have always been tactile – you have to touch them in order to use them (at least until relatively recently.) You can twiddle knobs, push buttons, punch keys, pull joysticks, drag mice... computer engagement through sight has also always been a thing, either through blinking lights or printouts or CRT tubes or LCD and LED panels. The practical applications of a computer creating smells or tastes are somewhat limited (in a personal context; I’m sure there are computers making perfumes and soup seasonings somewhere, but that’s not what I’m thinking of) – there’s probably no need to smell your database search or taste your rocket trajectory. But sound... computers were made for it! Sound is ultimately mathematics. Even noise is not ’noise’, per se – it has component parts, each of which is there for a reason, and each of those reasons at its root has a formula of some kind: a hammer hitting a rock causes a specific sound, depending on the density of the rock, the type of metal in the hammer. A car crash is a symphony of thousands of sounds, each the result of some sort of impact. If you modeled a car and then simulated a crash, you could algorithmically recreate them, mixing them together appropriately depending on the point-of-view of the observer (or victim.)

The CSIRAC computer, built in 1949.

Given that, music should be a piece of cake! The first computer to play music was the CSIRAC, Australia’s first digital computer, in 1950. Mathematician Geoff Hill used the computer to vibrate a speaker, generating a 1-bit square wave. In 1951 the CSIRAC publicly played the “Colonel Bogey March”. Some early personal computers (the Apple II, the ZX Spectrum, the IBM PC) would use the same process to generate audio, sending electrical pulses to built-in speakers. While you can make simple bleeps and bloops, playing more than one sound or tone at once is complex and the result is generally poor. But the method is simple and cheap, although it relies on the CPU to constantly ‘hit’ the speaker which has a significant cost in terms of processor usage. But at least the computer made noise (unlike the Sinclair ZX80/81 or original Commodore PET, for example), so there was that.

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Computers would begin to make more sophisticated sounds in 1957, after engineer Max Mathews of Bell Labs wrote MUSIC I on a valve (vacuum-tube)-based IBM 704. MUSIC I was able to generate a simple triangle wave tone with no attack or decay control, only amplitude, frequency and duration – amplitude perhaps being the only advantage over the CSIRAC’s 1-bit beeper. (Americans seem to credit MUSIC with generating the first computer music and ignore the CSIRAC but as a Canadian I will have to side with the Australians on this one.) However, by 1958 MUSIC had made some pretty serious leaps forward: running on the transistor-based IBM 7094-series, MUSIC II had four-voice polyphony and could generate sixteen different sound wave shapes. By the next year Mathews had added ‘unit generators’ – basically the ability to chain various bits of code (oscillators, filters, envelope shapers etc.) together using a syntax entered on a punch card (much like connecting various pieces of audio equipment together in sequence using patch cables).

Max Mathews and Joan Miller at Bell Labs (top-left) An IBM 704 system (bottom-right)

MUSIC III could also take a musical score (on another punch card) and together (instruments and music) created a digital song on computer tape (after a while...) MUSIC IV was a rewrite co-written with Joan Miller and completed in 1963, and MUSIC V was rewritten once again in 1967 – this time in the FORTRAN programming language specifically for the IBM 360-series of mainframe computers. MUSIC V could run on any IBM 360 and, as Mathews convinced Bell Labs not to copyright the software (what did they pay him for? Seriously ) it spread far and wide. In the 1970s people started hooking computers up to analogue synthesisers. The computers would electronically trigger the keys and control the various oscillators and other controls, but it could do so very rapidly, generating new sounds otherwise literally unheard of. A specialised computer, the Roland MC-8 MicroComposer designed by Canadian Ralph Dyck, was released in 1977 using the then-new Intel 8080 processor (the one used in the Altair). However it cost Computer Space had sophisticated sound but was US$5000 (over US$20,000 today!) and so, few units were sold.

expensive to manufacture.

Six years earlier Nolan Bushnell and Ted Dabney had developed Computer Space, the first arcade video game, which had solid-state circuitry that generated several different sounds simultaneously – impressive considering it was the first. A year later Bushnell’s Atari released Pong, which had only simple bleeps and bloops but would be the first time many people would’ve heard electronically-generated sound directly from the oscillator’s output. But neither of these games were particularly musical. The first videogame music appeared in 1975. The western duel game Gun Fight featured a little death ditty. It wasn’t much and it was repetitive but it was music! The US version of Gun Fight was also the first arcade game to use a microprocessor (the 8080, making another appearance). Space Invaders (1978) was the first to have music during play, a four-note descending bass ditty that repeated over and over, increasing in pace as the aliens got closer. As the sound in videogames improved, those advancements immediately became what was expected by arcade players in successive games. The Atari 2600, released in 1977, marketed itself as a home arcade system, and came with a simple sound chip that allowed for some music, but unfortunately notes were programmed at intervals that substantially differed from those of the usual Western chromatic scale. As a result, melodies sounded strange and alien, and attempts to replicate tunes used in arcade games fell literally flat.

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During this same period, home computers were beginning to emerge as a viable industry, their increasing manufacture (and that of arcade machines and consoles) driving the price of microchips down.

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Atari would hope to redeem itself for the 2600’s terrible sound with its home computer line, released in 1979. Engineer Doug Neubauer designed its POKEY chip. It was capable of four channels of 8-bit tone resolution (or two 16bit channels) and each channel could either be a square wave or noise. Unfortunately in four-channel mode, with only 256 possible tone values, some ‘notes’ were still a bit off! In two-channel mode, accuracy was much better. You could also add distortion to make notes sound ‘meatier’. The POKEY wasn’t just used in Atari’s home computers – they used them in arcade games as well (including Centipede, Missile Command and Gauntlet). Commodore realised that if it was going to compete with Atari it was going to need sound in its new low-cost computer. Commodore engineer Al Charpentier had designed a combination video and sound chip in 1977 intended to be used in a console competitor for the Atari 2600, but Commodore couldn’t find a buyer for the chip and had had no appetite to market their own videogame system, that being considered ‘off brand’. So they used the chip, known as the VIC (Video Interface Chip) as the basis for the VIC-20. The VIC had three pulsewave generators, each of which had a range of three octaves, and each an octave apart (giving a range of five octaves). It also had a noise generator, but only a single volume control for all of them. But that was enough for buyers of the VIC20, which sold like hotcakes, becoming the first computer model to sell over a million units. Across the pond, meanwhile, British company Acorn was developing a computer for broadcaster BBC known as the BBC Micro. It used the Texas Instruments SN76489 chip for sound, which had three square wave generators (with 16bit frequency precision) at 16 different volume levels, and a noise generator. The chip was also used in Texas Instruments’ TI-99/4A, the Colecovision and the IBM PCjr. The SN76489 was similar in design to the General Instrument AY=3=8910 chip, which was used in the ZX Spectrum 128, Amstrad CPC, the MSX family, and as part of a popular sound card for the Apple II called the Mockingboard.

Yamaha licensed the chip design and manufactured a variant of it known as the YM2149F. The variant was used in the 1985 Atari ST, whose beefier 16-bit processor could drive it quickly enough that four-channel digital sound was possible through it, although at nowhere near the quality of the Paula chip present in the Commodore Amiga, which featured four 8-bit PCM audio channels. The Atari ST was always the poorer cousin of the Amiga in terms of digital sound, but made up for it somewhat in that, unlike the Amiga, it could still play 8-bit waveform-based music, which by that point had become quite sophisticated, composers using varied techniques to create a veritable orchestra of different instrument timbres. Videogames arguably sounded ‘better’ on the Atari ST, despite the Amiga’s superior hardware. And for ‘quality’ music, the ST had built-in MIDI ports, which allowed for the connection of external sound generators and samplers such as the Roland Sound Canvas. But we can’t finish a discussion of early computer music without talking about the king of sound chips, the Sound Interface Device, or SID. But for that you’ll have to read the next article.

While the sound chip inside the computer was unchanging, the software that used it evolved over time, as programmers found various methods of squeezing everything they could out of the chip.

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The pinnacle of the 8-bit music era was the SID chip. The MOS Technology 6581 Sound Interface Device was developed by engineer Bob Yannes. VIC chip designer Al Charpentier had recruited Yannes due to his knowledge of music synthesis – Bob was an electronic music hobbyist and had been infatuated with it since the early 1970s. When the chipset for the Commodore 64 was being designed, he took on the task of designing its sound hardware. “I thought the sound chips on the market, including those in the Atari computers, were primitive and obviously had been designed by people who knew nothing about music.” Yannes was determined to design a high-quality instrument chip, with features common to contemporary synthesisers. Although he only had five months to design it, the finished product was, according to colleague Charles Winterble, “10 times better than anything out there and 20 times better than it needs to be.” Rather than working to a pre-determined set of specifications, the SID team developed the chip organically, adding features as they were practicable. Yannes had a wish-list, and his team managed to implement three-quarters of it before they ran out of time – which was quite the achievement given that the list of features was impressive for the time: • Three oscillators each with an 8 octave range (16-4000 Hz) • Four different waveforms (sawtooth, triangle, pulse and noise – other chips usually only used one waveform and had a single noise channel) • A filter that could operate in low-pass (remove high frequencies), band-pass (remove high and low) and high-pass (remove low) modes. • Three ASDR (Attack, Sustain, Delay, Release) envelope generators, which allowed for customised volume shaping.

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• Three ‘ring modulators’ capable of multiplying two waveforms together, creating a distinctive third. • Two analog-to-digital converters used for paddles or mice. All of these features allowed for the construction of extremely sophisticated timbres at a wide range of frequencies, and resulting in music that was unlike anything anyone had heard out of a home computer (or videogame console) before. After all, comparing the SID to contemporary sound chips such as the AY-3-8910 was like comparing the Mona Lisa to a puddle of paint on a sidewalk – sure, paint is involved in both of them but there’s an obvious discrepancy in terms of sophistication and quality. Videogame music composers embraced the SID with relish, quickly discovering undocumented ‘features’ such as the ability to modulate an unintended ‘click’ that occurred when the volume register was altered in order to play back 4-bit (16 level) digital audio samples – this technique was used in games such as Ghostbusters and Impossible Mission to reproduce speech, and in Arkanoid to replicate musical instruments. It wasn’t long before the SID was recognised as the gold-standard of 8-bit (and 16-bit for that matter) computing sound hardware, and this helped to propel sales of the Commodore 64, which eventually became the most popular home computer model of all time.

But the SID wasn’t just used for videogame tunes – the wide variety of instrument timbres that could be produced by it also made it attractive to those seeking to write music for its own sake, in a wide variety of genres from jazz to classical to rockand-roll. To be friendlier for traditional music composers, many of these applications used musical notation to enter tones, for example Will Harvey’s Music Construction Set. These programs usually offered a fixed set of instruments that could be chosen from. After the introduction of SoundTracker on the Amiga, which processed notes using a ‘piano roll’ paradigm, similar “trackers” began to appear for the Commodore 64, including Cybertracker. Trackers bridged the gap between traditional notation and complex direct configuration of the SID

chip’s registers, allowing for both more rapid and straightforward entry of music. Trackers gave users the power to create sophisticated instruments without needing to know the intricacies of the SID and the 64 to do it. So, what if you want to create music with the SID today? Modern music programs include SID-Wizard, a music tracker, and MSSIAH, a cartridge that contains a MIDI port and a number of software packages including a sequencer and a drum machine. There’s also the Cynthcart, which turns the C64 into a synthesiser you can play live, using a MIDI keyboard (or the C64 keyboard, if you’re really desperate!)

As for Yannes? He went on to found Ensoniq along with Charpentier and several other former MOS Technology engineers. Ensoniq designed a number of keyboard synthesisers such as the Mirage DSK-1 and the ESQ-1, which were valued for their ‘warm’ sound. Ensoniq designed the sound chip used in the Apple IIGS, and also designed a number of computer sound cards, including the Ensoniq Soundscape.

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I started composing music when I was 12.

I wrote a BASIC music driver that was way too slow.

My friends liked the music anyway.

I did not have enough experience to write a machine-coded music driver then, so I decided to use Soundmonitor.

I joined a computer group and

wrote the music for a lot of the In an interview with Commodore Format published in November of 1994, well-known SID composer Jeroen Tel talked a bit about his career in music to that point...

demos we

did.

“When I was 14 I met Charles Deenen (then with Scoop Designs) with whom I founded Maniacs of Noise. Charles programmed the Maniacs of Noise routine and built in all the effects I needed. I composed around 10 tunes for the PCW show (now the ECTS) in London. Companies must have liked them because the orders came in instantly. From that moment things really took off. I worked for a lot of companies as a freelancer. Most arcade game licenses were done through the English development team Probe Software. I always had the freedom to change the original music. “At 18 I moved to England to work for Probe full time which was a good experience because I got to work with a lot of great guys like Mark Kelley, Steve Crow and Simon Nicol. After working there for six months I moved back to the Netherlands to work as a freelancer again. I founded the company which is the Maniacs of Noise we know today. At the moment I cam doing the music for a lot of different media – television programs, commercials and video games (including CD). I also write songs and occasionally release CDs of my own work. “I am also working on a library-music CD called Human Emotions. Library music is written especially for TV programs, commercials, films and other audio-visual products. These projects take up a lot of my time. In the remaining time I compose and write songs for myself and personal experiences. Eventually a lot of these songs will be released on an album. My song writing diversifies into a lot of different styles - pop, rock, soul, funk, house, rap, classical etc. Too much to mention, really. You will just have to listen to understand what I mean.” You can listen to some of Jeroen’s large catalog of work at soundcloud.com/maniacs-of-noise

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Born in 1972, Jeroen Tel is a Dutch composer best known for creating music for numerous Commodore 64 games in the 1980s and early 1990s. His most popular compositions appear in games such as Combat Crazy, Cybernoid, Cybernoid II, Dan Dare 3, Eliminator, Hawkeye, Myth, Nighthunter, Robocop 3, Rubicon, Supremacy and others. In 1987, he founded company and music group Maniacs of Noise, along with Charles Deenen. Since then he has produced the soundtrack for a number of PC, console and mobile games including California Games II for the Sega Master System in 1993, Beauty and the Beast for the NES in 1984, Alien Scum in 2002 and The A-Team in 2010. Recently he has been working on an album of remixes of some of his best C64 music.

JEROEN TEL paleotronic

With the introduction of the SID chip, the ability to compose complex electronic music was placed into the hands of many for the first time, including kids, whose parents bought them a Commodore 64 for doing homework, learning to code and playing games – which was all it was for some. But others, such as Jeroen, soon realised the creative potential of the SID, writing software that generated increasingly more sophisticated music. While those such as Jeroen then found commercial success creating background music for videogames, others simply did it as a hobby, creating music for technical ‘demos’ that found new ways to exploit the Commodore’s graphics and sound hardware, or as standalone ‘releases’. The invention of the ‘tracker’ led to standardised music formats, and the availability of players on multiple computer platforms, meaning that music could be written on one computer and played back on another, and creating a wider audience for music files distributed using bulletin-board systems (BBSes).

The team behind the Commodore 64 version of Lemmings, including Tel, Thomas Mittelmeyer (bottom left), Charles Deenen (centre) and original Lemmings designer Mike Dailly (top right).

As time wore on home computers advanced, and the music software available for them advanced as well. Trackers appeared that supported 16, 32 or even more channels of digital sound, allowing for the creation of sophisticated music indistinguishable from that produced by expensive MIDI hardware at almost no cost.

Many of those involved in 1980s game development started off as amateurs creating public domain software or ‘demo’ programs that showed off their skills at coding, graphics or music. Some began to create and sell commercial software on their own, or through distributors.

In the last decade professional music software such as Logic Pro has become reasonably affordable (and widely pirated), enabling young people to use the same tools as those creating music commercially. Many of these amateurs have written hits and gone on to substantive music careers. But it was arguably figures such as SID designer Bob Yannes, Jeroen Tel and many others who first broke ground on the trail followed by these ‘bedroom musicians’ who made this brave new world of free musical expression possible.

Then software companies began to hire programmers they had previously bought games from or distributed games for, rather than having to perpetually pay them royalties. This eventually became the status quo. But for a while at least, you could become a millionaire from your bedroom, if you wrote a hit game!

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In the previous two issues of Paleotronic I have written about RPG games, their origins, the games credited with being the first of their kinds on home computers in the RPG video gaming category. Midi Maze on the Atari ST is another one of these ‘very first’ of their kind type of video games that I have the pleasure of researching, learning more about and sharing with the retro gaming community. Before we delve into the game MIDI Maze, let’s take a very brief look at this MIDI business.

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So what’s a MIDI ? As I had came to know of it from all the articles I was reading and all the I don’t adverts I would see in magazines for such equipment back in the day, I knew it simply as recall seeing music or more specific as a computer being able to play and create music with any shops promoting equipment such as a keyboard / synthesizer. That was my general knowlthey had a MIDI for sale. edge on the subject. It looked and sounded great every time I came across an article about it in a magazine, but I still Wikipedia explains MIDI as “a technical didn’t fully understand it. I mean I would be at standard that describes a communications protocol, my local video game store and there was digital interface, and electrical connectors that connect a wide no one selling anything else but variety of electronic musical instruments, computers, and related augames and computers to dio devices”. I take one read of that and I am like a 16 year old skipping math play them on. class so I can go have some fun playing arcade games with my friends. What it basically means is that MIDI is a means of getting different electrical / computer equipment together and allowing them to communicate with each other. With the proper software, connections and music related hardware i.e. keyboards / synthesizers, what MIDI did and still does is turn your computer into a music making machine. MIDI data can be transferred via a MIDI cable to be recorded to a sequencer for editing and or played back. Before MIDI came along, circa 1983, computers and electronic musical equipment from various manufacturers would struggle to communicate effectively with each other. After 1983 that all changed. With a MIDI compatible computer any other MIDI based electronic equipment could communicate with each other regardless of who the manufacturer was. MIDI also made a universal data file format allowing file sizes to be compacted and allow ease of modification and transfer between computers. That’s the musical reference of MIDI. Yeah I know, lots to take in, if you are like me, you’re not that much into creating music on your computer and all you want to do is play games. Which begs the question, just how did this have anything to do with one of the very first multiplayer, networked, first person shooter (FPS) games, called MIDI Maze, on the Atari ST? When you look back, it seems rather odd that this could even happen. Before Midi Maze had been released on the Atari ST in 1987, network gaming was not common or even widely thought of in home computer gaming. We’re talking the biggest names in home computer gaming around this time on 8-Bit / 16-Bit machines were the likes of Dizzy (Codemasters), Head Over Heels (Ocean Software), Airborne Ranger (Microprose Software), Wizball (Ocean Software), Double Dragon (Virgin / Mastertronic) and Barbarian (Palace Software). All these other mentioned games are standard one or two player gaming experiences with a single home computer, MIDI Maze being a networked game is clearly the odd one out. It is strange but also quite perplexing a networked game had even been released during this era, multiplayer games on home computers let alone networked games had no viable market. Big Software players seemed uninterested in taking a look at networked games, why would they bother, they were making huge profits from traditional based gaming. A glimpse of multiplayer network gaming appeared In 1986 with Flight Simulator II being released (by Sublogic) for the Atari ST and Commodore Amiga. It allowed two or more players to connect via a modem or with a Sublogic serial cable. From my own memory and experiences at the time, connecting multiple computers to play games against other people seemed like a fantasy, something like the self talking computer in the 1984 movie Electric Dreams. Modems and bulletin boards were still being explored and developed, more likely in the United States, not so much everywhere else. This wasn’t a time in home computer gaming when thought and efforts were focused on multiple machine game playing. Networked gaming would be something you would find only at universities, other july 2019

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than a big multinational corporation, it was the only place feasible to connect multiple machines together. For the average Joe buying one computer was fairly expensive buying more than one computer for the home just wasn’t economical or practical. When you think about home computer gaming back then, people were only just starting to buy a second CRT TV for the home so that their children could play on the family computer without causing major headaches for other family members who wanted to watch their favourite tv shows the likes of Benny Hill, The Bill and Eastenders. Being a networked game, Midi Maze came out of ‘left field’, firstly because it was not the normal gaming experience and secondly because it was released by a relatively unknown software company - Xanth Software F/X and released through Hybrid Arts. I use the term ‘left field’ because MIDI Maze on the Atari ST just wasn’t normal gaming, more like a radical experiment and Xanth Software F/X had no prior qualifications in this area, they were better known for their earlier release called the Shiny Bubbles graphic demo, it just didn’t compute or make any logic. No one else had even ventured to use a computer’s MIDI function ports in this way. Everything I had read about, everything I had come to know about MIDI meant music, so how could MIDI mean multiplayer gaming? The crazy thing is, a ring of networked computers was made simply by using the Midi-in and Midi-out connectors of the Atari ST. It was that easy and yet it hadn’t been done before. Computer 1 Midi-out is connected to Computer 2 Midi-in, ComputIf the er 2 Midi-out is connected to Computer 3 Midi-in and so on, the last network play computer is connected back to Computer 1. This allowed a had been out of ‘left maximum of 16 Atari ST computers to be connected field’ then so had the game at the one time to play the same game and so itself. When you think of FPS you the first of its kind example of a netthink of death, destruction, mayhem, blood, worked multiplayer FPS home bullets flying off in all directions, well it didn’t start computer game was that way with MIDI Maze. Instead the player is a Pac-Man like born. orb in a right angled maze, able to move in any direction and shoot deadly bubbles at other coloured Pacs. Yes I wrote right and you read correctly – deadly bubbles. Oh my, I have to laugh. This was the origins of competitive deathmatch gaming - shooting deadly bubbles to take out your enemy. Even more unconventional is that the Pac’s are smiling, can you ever imagine playing a FPS like this, I couldn’t but this is how it all began. To play a game of MIDI Maze, one “master” Atari ST sets the game rules such as revive time, regen time and reload time. It can divide players into teams and select a maze. Many mazes come with the game and additional mazes can be created and played using an editor. The game is played either with joystick or a mouse. If you didn’t have more than one computer connected via Midi ports to play against, you could also play in a one player mode, which pitted you against up to 15 computer controlled bots using three levels of AI, ‘very dumb’, ‘plain dumb’ and ‘not so dumb’, i.e easy, moderate and hard. Graphically the game is not what you may think a FPS would look like. There is so much grey used for floors and walls, the only hints of other colours come in the form of the smiley Pacs, the yellow bubbles you fire at them and the blue roof which must represent the sky? The walls are paper thin and without any texture or ambient lighting. The game area occupies only roughly a quarter of the screen and consists of a first person view of a 3D type maze with a crosshair in the middle. What the game does show is that movement around the maze for this particular era of gaming is exceptionally smooth with quite fast frame rates. Maze exploration and movement for avoiding your enemies quickly is probably the best characteristic that came out of the games development. You can shoot at enemies from short or long distances but your aim had to be good as the movement of your enemy was constant, meaning your shots would often miss its intended target. Enemy smileys have a shadow giving perspective to help you out in this

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regard but it didn’t always materialize in the positive. There is no limits on bullet bubbles, so fire away all you like. The in game sound effects are standard shots being fired, there is no tunes or soundtracks. The whole point of the game is to be the last pac like sphere standing, so its appeal and lastability would be for bragging rights against your other friends hooked up to the network but other than that there was no real sense of achievement. While sounding and looking inferior by today’s standards, MIDI Maze took existing home computer gaming into uncharted waters. The original MIDI Maze team consisted of James Yee as the business manager, Michael Park as the graphic and networking programmer and George Miller writing the AI / drone logic, it was these people that made the very first networked, 3D FPS, home computer game possible, it was the pinnacle of network gaming in 1987, now becoming a video game cult classic on the Atari ST today. Later in 1990, MIDI Maze II by Markus Fritze, for Sigma-Soft, was released as shareware. Watching the video of MIDI Maze II on Youtube gives a much clearer understanding of how 3D FPS became to be known. While the same game setting is used, in MIDI Maze II the FPS experience is much more enhanced than the original MIDI Maze. Included is a compass, an enemy alert indicator, on screen info such as kills, hits, score and money. The use of sound in the form of nightmarish screams to demonstrate a hit being made, is a realization you are in a competitive deathmatch scenario. Another variation of the game came with WinMaze, based on MIDI-Maze II supporting up to 32 Windows based players networked via LAN with more improvements. It claimed to be “The best MIDI-Maze II clone ever!”. WinMaze was authored by Nils Schneider (with thanks to Jens “Yoki” Unger, who provided socket classes and created the first server version), while Heiko “phoenix” Achilles provided the game’s graphics. In 1991, a Game Boy version was developed by the original developers, Xanth Software F/X, and published by Bulletproof Software (now Blue Planet Software), under the title Faceball 2000. James Yee, owner of Xanth, had a vision to port the 520ST application to the Game Boy. George Miller was hired to re-write the AI-based drone logic, giving each drone a unique personality trait. It is notable for being the only Game Boy game to support 16 simultaneous players. It did so by connecting multiple copies of the Four Player Adapter to one another so that each additional adapter added another two players up to the maximum - seven such adapters were needed for a full 16 player experience. A SNES version, programmed by Robert Champagne, was released the following year, supporting two players in split screen mode. The SNES version features completely different graphics and levels from the earlier Game Boy version. A variety of in game music for this version was composed by George “The Fat Man” Sanger. A Game Gear version, programmed by Darren Stone, was released to the Japanese market. It is a colourized version of the monochrome Game Boy edition, supporting two players via two handhelds connected by a cable. A version for the PC-Engine CD-ROM, simply titled Faceball, was also available in Japan. july 2019

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In today’s world of plug-and-play peripheral devices, it is difficult to understand the fundamentals of what is happening at the lower levels. How does the computer connect to the device? How does it communicate with the device? How does the software make the device do its magic? My name is Eric Rangell and I was a teenager in the 1980s. My first computer was an Apple //e in 1983. Before my family got a computer, I learned Basic programming from my brother’s college textbook and practiced writing programs on paper for a year before the Apple found a home in my brother’s room. With the limited computer time I had, I practiced coding, debugging, and refining my programs until they did what I wanted. The Apple ][ series of computers was designed so that owners could learn everything about how their machines worked if they took the time to study the available documentation and experiment with the machine. Today, early Apple computers can help young people grasp the fundamentals of how a computer works, and that will help them as they progress in their studies and careers. In this article I will walk through a simple project that can be built using an Apple ][ series computer that has an internal Game I/O socket. It uses one of the Annunciator digital outputs to send MIDI data to a MIDI instrument. The process of building it and persisting through any problems you encounter will give you a sense of mastery and enjoyment, give you a tool to express your creativity, and challenge you to continue tinkering with the project as you learn more advanced computer science concepts. Parents and teachers are encouraged to learn how to build this project and help children work through it as they build an electronic device, write simple programs in Basic to control the device, and imagine additional applications that can use the device.

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MIDI can play notes and music on keyboard synthesizers, as well as send commands to modules which control music playback, drum patterns, and even lighting. MIDI uses a very simple communication protocol to send binary messages to instruments. There really is nothing magical about it – the computer is just sending bytes which represent commands such as “Play a middle C”, “Stop playing the middle C”, “Change the instrument sound to Violin”, “Change the volume”. The objective of this project is for the student to understand how the computer varies voltage levels on an output port using specific timings according to a protocol that the musical instrument receiving the data understands. By building the interface from scratch, the student knows that the data is traveling on wires that they connected, and controlled by software that they wrote, using a driver program that is conceptually easy to understand. Before you start building the interface, read this entire article and gather the parts you need. Many modern musical instruments have USB interfaces for MIDI. Look for older synthesizer keyboards with the round 5 pin DIN MIDI sockets, or USB MIDI interfaces that have the round connectors. You may need a MIDI coupler in order to connect a MIDI cable to one of those interfaces.

Build a No-Slot MIDI Interface on the apple ][ Game I/O Socket

the paleotronic

Since this project is going to be built on an Apple ][ game I/O socket, the first task is to build a cable that makes the socket pins more accessible outside the computer. The best connection is a 16 pin to 16 pin cable where one end plugs into the socket and the other end plugs into a breadboard. If you cannot obtain this cable, you can make your own using ribbon cable with Male to Male pin connectors. If this MIDI interface is the only project you want to build on the Game I/O socket, there are only 3 pins that need to be routed externally. On an Apple //e or //gs, 2 of those pins (+5V and GND) can come from the 9 pin Game connector on the back panel of the computer using a DE-9 connector.

The following pictures illustrate various options for connecting the game socket to a breadboard. Keep track of which pins on the external connector correspond to which pins on the internal connector. On the Apple //gs, pin 1 is in the upper left corner of the socket. For all other Apples, pin 1 is in the lower right corner of the socket. Pins are numbered from pin 1 to pin 8, then pin 9 is on the opposite side of pin 8, then pins 9-16 are numbered using the remaining pins.

16 pin ribbon cable connection from Apple ][+ Internal Game I/O socket to breadboard. Pin 1 is in the upper-right corner of the connector shown.

Ribbon cables connected to 2 pairs of headers: 8 pin and 6 pin. Pins 9 and 16 are not used on the Apple ][+ and Apple //e, so only 6 pins are needed on one of the cables.

[Above] Ribbon cables inserted into Apple //e Game I/O socket. Note that pins 9 and 16 are unconnected. [Left] Single wire connected to pin 15 (Annunciator 0) of Apple //e internal game socket [RIght] Homemade DE9 cable for rear Game I/O socket of Apple //e or //gs.

by Eric Rangell

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Testing your wiring Before you proceed any further, you want to make sure all wires are properly connected and that the signals from the Apple are reaching the breadboard. While there are only 3 pins needed to build the MIDI interface project, take the time to test the additional signals available on the Internal Game I/O socket. All pin numbers below refer to pin numbers on the Internal Game I/O socket. 1. Test the voltage between +5V (pin 1) and GND (pin 8). Use a multimeter to verify that the voltage level coming to the breadboard is at least +5 volts. The red wire connects pin 1 to the side holes for Power and the green wire connects pin 8 to side holes for Ground. Connect the probes of the multimeter to the Power and Ground of the breadboard, and set the dial to measure voltage. 2. Test the digital logic from the Annunciator outputs. Each of the 4 Annunciator outputs is controlled by a pair of soft-switches which are mapped to memory locations. One of each pair sends a digital HIGH signal to the output, and the other soft-swich of the pair sends a digital LOW signal. To test the HIGH signal for Annunciator #0 (pin 15) go into the Apple Monitor by typing CALL -151 from Basic, and enter the hex address: C059, as shown below. The Apple will return a value for that memory location, which you can ignore. Now you can test to verify that Pin 15 has a HIGH signal.

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While the multimeter is connected, enter the hex address: C058 in the Apple Monitor. The voltage should drop to a very low value.

You can also test the logic of the Annunciators using a Digital Logic Probe, as shown left. Connect the probe terminals to the +5V and GND signals on the breadboard, then touch the tip of the probe to the Annunciator pin. The photos below show how the Digital Logic Probe responds when it detects logical HIGH and logical LOW voltages on Annunciator 0. Inverters and Buffers The MIDI specification defines the MIDI OUT Circuit as follows:

Source: International MIDI Association, Document No. MIDI-1.0, August 5, 1983.

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The signal from the transmitting device (labeled UART in the diagram below-left) passes through 2 inverters, then a 220 Ohm resistor, and is sent to Pin 5 on the circular 5 pin DIN connector labelled MIDI OUT. The +5V signal is sent through a 220 Ohm resistor to Pin 4 of the MIDI OUT connector. Pin 2 is connected to Ground, and the shield of the MIDI cable. Pins 1 and 3 are not connected. Polarity matters because a MIDI cable will connect your MIDI OUT port to the MIDI IN port of a musical instrument. The signals sent on your MIDI OUT port need to drive a phototransistor inside an opto-isolator in the MIDI IN circuit. When the signal from the UART is negative, the current loop is completed and the opto-isolator receives the signal. Communication is established by following a timing protocol for flipping the signals to represent the bits and bytes of MIDI messages. In this project we will control the timing of the messages with the Apple’s 6502 timing, to illustrate that there is nothing magical going on – if we get the timing right and follow the protocol, we will successfully communicate with a MIDI instrument.

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Inverters change the input signal from HIGH to LOW, or LOW to HIGH. So, two inverters will leave the input signal unchanged. The two inverters form a buffer, which ensures that the signal does not get degraded if voltage fluctuates due to additional loads on the circuit. While it may be possible to drive the signal directly from the Apple without using the buffers, that introduces an element of uncertainty that can make your device unreliable under certain conditions. So initially we will build the circuit with two inverters (following the MIDI spec), and then test modifying it to use only one inverter (by logically inverting all the signals sent by the driver software). Testing your chips Use a logic probe to verify the outputs of each chip for each set of possible inputs. Use batteries or an electronics kit to test the chips before you use them in your project. The photos below show how one inverter of a 7404 Hex Inverter chip can be tested with a logic

probe. The probe’s +5V and GND alligator clips are connected to the corresponding buses on the breadboard. The probe tip then is touched to the logic gate output. In the left photo, pin 1 (the yellow wire) is connected to +5V, so the logic probe reads LOW on pin 2. In the right photo, pin 1 is connected to GND, so the logic probe reads HIGH on pin 2. For both circuits, Pin 7 is connected to GND and pin 14 is connected to +5V.

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There are several integrated circuit chips that can be used to build the buffer needed for this circuit: 4001: QUAD NOR – contains 4 NOR (NOT OR) gates 4011: QUAD NAND – contains 4 NAND (NOT AND) gates 7404: HEX INVERTER – contains 6 inverter circuits. The two breadboards above show the three chips that may be used for this project. The left breadboard shows the 4011 chip on top and 4001 chip on the bottom. The right breadboard shows the 7404 chip. A MIDI socket from Sparkfun is shown at the top of the left breadboard, with 3 jumpers connecting the terminals for pins 2, 4, and 5 to the holes on the right. If you use the 4011 or 4001 chip, connect both inputs of each gate together to create inverters from the NAND or NOR gates. Search for pinouts and datasheets for each of these chips to learn how they should be connected in circuits.

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In the photo at the bottom-right of the previous page, all 6 outputs of the 7404 chip are connected to LEDs, and all inputs to each of the 6 gates are connected to GND. All 6 LEDs light up because all outputs are HIGH. The TTL logic in the chip amplifies the current and provides +5V on each output which drives each LED. A buffer circuit can be made with 2 inverters by connecting the output of one inverter to the input of the other. Note that for some logic chips, all unused inputs must be connected to GND for the circuit to work. MIDI Output Circuit Assembly The following diagrams show how you would connect the Apple Game I/O connector to a 7404 Hex Inverter chip. Make sure power to your Apple is OFF while you are making these connections. 1. Apple Pin 1 (+5V), on bottom right of blue connector goes to +5V bus on breadboard, and to pin 14 of the 7404 chip (upper right pin – red wire). 2. Apple Pin 8 (GND) on top right of blue connector goes to GND bus on breadboard, and to pin 7 of the 7404 chip (lower left pin – black wire). 3. Apple Pin 15 (AN0) on the pin above the lowest pin on the lower left of the blue connector goes to Pin 1 of the 7404 chip (Inverter IN, upper left pin, white wire). 4. Pin 2 of the 7404 chip (Inverter OUT) is connected to Pin 3 (Inverter IN), red wire.

5. Connect a 220 ohm resistor to Pin 4 (Inverter OUT) of the 7404 Inverter, then connect the other end of the resistor to Pin 5 of the MIDI socket (Yellow wire). The holes of the MIDI socket are on the bottom, so the pins shown left to right in the photo below are 5, 2, 4. 6. Connect a 220 ohm resistor to Pin 14 of the 7404 Inverter (+5V). Then connect the other end of the resistor to Pin 4 of the MIDI socket (Red wire). 7. Connect Pin 2 of the MIDI socket to Pin 7 of the 7404 Inverter (GND). 8. Connect a MIDI cable from the MIDI socket to your MIDI instrument. The MIDI instrument needs to have a round 5 Pin DIN port labelled MIDI IN (or “to MIDI OUT”).

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Testing your MIDI Interface You have built the hardware for the interface and connected it to your Apple. How will the Apple communicate with the interface? It needs a driver program to control the electronics of the interface. For this interface, the driver will send HIGH and LOW signals from the Annunciator output at precise times which will be interpreted by your MIDI instrument as commands. A communication protocol is needed – an agreement of what signals will be sent when, how they should be interpreted, and how the musical instrument should behave when specific commands are received. This protocol is documented in the MIDI specification, and many other resources available online. Where will the driver software come from? Apple ][ computers used floppy disks to load software. If your Apple has a 5.25 inch floppy disk drive, you can create a disk from a disk image file using software such as ADT Pro. Or if you have a hardware device such as the Floppy Emu, you can copy a disk image file to a Micro SD card and load the disk image from the device. The disk image containing the driver software for this MIDI interface can be downloaded from Github at: https://github.com/erangell/A2NoSlotMIDI Click the “Clone or Download” button and download the whole project as a ZIP file.

The disk image containing the driver software is located in the DSK subdirectory and is named ANN0TEST.DSK. You will need to either create a floppy disk from this disk image or copy the file to an SD card for a hardware floppy disk emulator device. The photo below shows how a floppy disk image file on a Windows laptop (in C:\ADTPRO\DISKS) can be copied to an Apple 5.25 floppy disk using ADT Pro over a Serial cable connected to an Apple Super Serial Card. For more information, please visit: www.adtpro.com

Select option 1 to test playing a chord on your MIDI instrument. When you boot the floppy disk on the Apple where you connected your MIDI interface you will see the menu above.

If you hear the chord play, give yourself a big pat on the back! You built an electronic device that successfully connected a vintage Apple computer to an electronic musical instrument using MIDI! If you did not hear the chord play, take a break and plan your troubleshooting strategy.

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If you are using an Apple IIgs it needs to be running at Normal speed (1Mhz). This is done in the Control Panel. Otherwise, look at your electronic connections and see if there are any incorrectly connected wires, incomplete circuits, or shorts. Take the time to test to see if enough current is getting to the logic chip. Sometimes you have to step back, undo some work, and even start over. Learn to work through frustration, make observations, and use the scientific method to deduce what is happening. When you have your interface working, take a look at the BASIC program that played the chord.

Line 1 executes the binary file named MIDIDRVR.OBJ. This file contains the Machine Language instructions that control the switching of the Annunciator output using specific timings based on the MIDI Wire protocol specification. Line 2 then skips over the subroutines on lines 3, 5, and 6. Line 3 calls a subroutine in the driver which sends MIDI data out of the interface.

Line 50 calls the subroutine on line 3 to send the MIDI data to the driver. The chord then begins to play.

Lines 5 and 6 can be ignored – they are left over from another program that controls LEDs on a MIDI guitar fretboard. You can also ignore the comment on line 10 – it is the guitar program uses MIDI SysEx messages.

Line 60 prompts the user to press Return, and then waits for user input. The chord continues to play.

Lines 10 and 20 poke the MIDI data to be sent into a free memory block. There are 14 bytes of data on lines 100 and 110 that will be stored. This data contains MIDI messages that control playing of notes on the instrument.

Line 70 changes the address of the MIDI message to $0307, so it now points to the data from line 110, which contains the MIDI instructions to stop each note of the chord. Line 80 calls the subroutine on line 3 to send the MIDI data to the driver. The chord then stops playing.

Line 30 tells the driver that 7 bytes (the data on line 100) should be sent when we call the driver. The number 7 is poked at memory address $D7 (13*16+7).

Line 99 ends the program. Type RUN to run it again.

Line 40 tells the driver where in memory it should find the 7 bytes we want to send. The address 768 = 3 * 256. In hexadecimal, it is written as $0300. The low byte of the address ($00) is poked first at hex address $CE (12*16+4), and the high byte ($03) is poked at $CF (12*16+15).

144, 60, 127 = MIDI NOTE ON message, Note #60 = Middle C, 127 = maximum volume 64, 127 = MIDI NOTE ON message, Note #64 = E above Middle C, 127 = maximum volume. Whenever a series of MIDI messages have the same command (ex: 144 = Note on), the command byte can be omitted. This is known as “Running Status”. The note number for E is 64 because on a piano keyboard the note E is 4 semitones above C. So if C is 60, C#=61, D = 62, D#=63, and E=64. 67, 127 = MIDI NOTE ON message, Note #67 = G above Middle C. If we start counting at E=64, then F=65, F#=66, and G=67.

Lines 43-45 print a prompt message and wait for the user to press the Return key.

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The data on line 100 is explained below:

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The data on line 110 is explained below: 144, 60, 0 = MIDI NOTE ON message, Note #60 (middle C), 0 = minimum volume (no sound). When a NOTE ON message has a volume of 0, it is essentially a NOTE OFF message. (Note: There is a separate MIDI NOTE OFF message which can be used in place of this message, which will have the same effect). 64, 0 = turns off the E that was playing. 67, 0 = turns off the G that was playing.

Now it is your turn to experiment with this program and learn about MIDI as you go. Try adding the following lines:

75 POKE 13*16+7, 3 82 INPUT “PRESS RETURN”;R$ 84 POKE 13*16+7,2: POKE 12*16+14,10: GOSUB 3 86 INPUT “PRESS RETURN”;R$ 88 POKE 12*16+14,12: GOSUB 3 RUN the program. What does it do now? Take notes of your observations and experiment with the code. Change the data to play different notes. How would you play the same notes one octave higher or lower? Have fun changing the program to play your favorite song. Try writing subroutines to play a sequence of notes and calling the subroutines several times.

MIDI was a large advance for the music industry. Computers or sequencers could be used to record performance data, and the instruments could be changed later, or the music re-arranged. This meant a need for fewer ‘takes’ as they no longer had to be absolutely perfect.

However, to take advantage of the new standard, you needed an interface for your computer. Other projects for MIDI interfaces often involved expansion cards. This one does not.

Also, try running the MIDI FORMAT 0 PLAYER PROGRAM (option 2 on the main menu). When prompted for the MFF0 file to play, enter PEANUTS0.MID as shown below. Then press RETURN to play the music. Note: this program requires 80 columns and 128K of memory.

You will see the note names displayed on the 80 column screen as the music plays. The following screenshot shows a D major chord being played. The uppercase F indicates an F# note.

This program is a combination of Applesoft and Machine Language code that uses the same driver program for the MIDI interface.

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You now see how there is a separation of Application code from Driver code for the hardware. The Application code handles the loading of music data from the song file on disk, the timing of when the musical notes should be sent (based on the data in the file), and the display of the notes that are being played. The Driver handles all communication with the hardware. The same principles are used in modern computer applications. When you install a peripheral on a modern computer, such as a printer, it needs a driver program in order for the computer to communicate with the hardware. The application software then needs to know how to communicate with the driver to make it perform high level tasks, such as printing a document. This project shows you that there is no magic inside the computer – it is all electronic circuits following instructions using protocols to communicate with other electronic components. Everything happens very fast with precision timing, and you can see how an error anywhere in the process can make things appear not to work, but the computer is just following the exact instructions that it is given. Programmers need to anticipate all possible error conditions and make sure their code handles them properly. Sometimes problems occur due to unexpected sequences of events or timing issues. In future articles, we will look at the machine language driver code to understand how it communicates with the hardware, and explore advanced concepts such as using interrupts to improve the timing accuracy of music playback. If you understand assembly language and want to look at it yourself, go to the SRC directory on the Github site and look at the file: main.s in the A2NoSlotMidi subdirectory. Read the comments and try to understand how the program works. Then experiment with it. You have built your own MIDI interface and now have everything you need to build your own applications with it. Welcome back to the exciting 1980’s world of vintage Apple ][ programming!

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By 1983 the consumer was spoiled for choice when it came to purchasing a home micro-computer. Apple, Atari and Commodore all had their own systems in the mix, along with those from smaller companies. With so many incompatible systems on the market it was tricky for the lay person to choose a system. Do you buy an Apple knowing you cannot use software made for the Atari and Commodore computers? Do you buy a Spectrum knowing you cannot use anything developed on a BBC Micro or Tandy computer? Enter Kazuhiko Nishi, director of the ASCII Corporation and friend to Bill Gates. Nishi-san had already assisted in the development of Japan’s first attempt at standardising the computer market, the NEC PC-8001. Using a version of Microsoft BASIC, this computer helped establish NEC as the leaders in home computing. This was a title they would hold until the late 90s, when Japan decided to adopt the Western PC standard. However, Nishi-san was not one to rest on his laurels, and four years after his success with NEC it was time to develop something new. Though the PC-8001 was designed to be a standard, there were still computers being released from other companies that were not compatible with NEC’s micro. This time Nishi-san did not place all of his bets with a single company, but he instead sought to get different manufacturers on board while developing what would be known as the MSX. Once again, his friend Bill Gates was on board to help develop this new standard of computer. Variations of the MSX were released by Sony, Philips, Casio and more. Though the core of these computers remains the same, manufacturers were welcome to add to the hardware as long as it remained compatible with the MSX standard. One such developer of MSX hardware was Yamaha, a company best known for its musical hardware.

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The Yamaha CX5M, released in 1984, was marketed as a “musical computer”. As well as being able to expand the computer with a printer, tape drive and other common devices, the CX5M was able to interface directly with a Yamaha musical Keyboard. With the special interface installed on the left side of the computer, you could connect to a Yamaha YK-01, YK-10 or YK-20 keyboard. This interface, known as the SFG provided audio abilities above those of a standard MSX. The CX5M and later Yamaha computers, such as the CX11 came with an SFG-01 already installed. This device allowed the CX5M to play up to eight sounds simultaneously. Enhanced features were enabled when coupled with the YRM-501 FM Music Computer. Though designed for the CX5M, the box to the SFG module suggests it can be connected to other MSX computers through the use of the UCN01 adapter. The SFG module contains a ROM which allows quick access to the musical application required to use the keyboard. One simply needs to type “call music” from MSX BASIC to bring up the interface. From here the keyboard can be set to emulate various musical instruments, including a trumpet, guitar and piano. Backing tracks can be selected and the speed can be adjusted, as can the tempo and bass. The two SFG modules that were released contain different on board chipsets. The SFG-01 features a YM2151 OPM sound chip and a YM2148 MIDI UART. It contains a 16k ROM which is unable to receive MIDI input, though it can output MIDI data to the Yamaha DX7, or similar device. The SFG-05 boasts an improved YM2164 OPP sound chip to go with its YM2148 MIDI UART. Unlike its predecessor, it features a 32k ROM which supports MIDI input. This means it is not restricted to using only a Yamaha YK keyboard. Various cartridges were developed by Yamaha that took advantage of the SFG module. These include the aforementioned YRM-501 FM Music Composer, which also enabled you to compose your own music, and the YRM-102 FM Voicing Program which allowed you to create your own musical instruments. These instruments could then be used with the keyboard to create customs arrangements. Unlike many MSX computers, which only saw release in Japan, the CX5M was released in the UK, US and Australia. Those who have documented the history of the computer claim that the CX5M was released in music stores, as opposed to computer hardware outlets such as Dick Smith or Tandy Electronics. These music stores would have the keyboard available for sale, as well as the computer itself. It is worth noting that the Yamaha YK keyboards are useless without an MSX CX computer with SFG interface.

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by Paul Monopoli

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As well as having on board musical capabilities, the Yamaha CX5M was a standard MSX 1 computer containing 32k of RAM and 16k of VRAM. The computer received a couple of hardware revisions that saw various levels of MIDI support. Standard MSX 1 games were compatible with the system, so you could play some Bomberman or Gradius between music sessions. One year after the the CX5M debuted, Yamaha released the CX11. Containing similar specs, this MSX variant contained two expansion ports on top of the computer (the CX5M had one on top and one on the back), and the ability to easily upgrade it to an MSX 2. It came with the SFG-01 FM synthesiser which like its predecessor could be replaced with the SFG-05 model. Yamaha released the URM-01, which was a 32k expansion released around the same time as the CX11. Unfortunately the RAM is configured in a way that can cause the computer to become unstable. For the modern collector, many third party RAM expansions are available, and the MSX community suggests using one of those over the old Yamaha model. The user is also able to upgrade the RAM internally, which is recommended should they wish to upgrade the computer to MSX 2 specifications. The Yamaha CX11 comes with most of the internal components that can be found in later models. All that is required is to upgrade the RAM, VRAM and ROM and you will have a fully functioning MSX 2. Shortly after the release of the CX11, Yamaha released the final computer in the line. This MSX 2 standard computer was known as the CX7. At the time it was seen as one of the more desirable computers, owing to its 128k RAM, at a time when most came with 64k on board. Yamaha released their YIS line of MSX computers concurrently with the CX7. These new systems also had the extra slot for the SFG FM module. Unfortunately these computers also signalled the end of Yamaha’s involvement with the MSX standard. Though the MSX line extended to the MSX2+ and the MSX Turbo R, many collectors still prefer these older machines in their collection. If you are in the market for an MSX you will find them on Japan Yahoo Auctions for a reasonable price. If you have yet to delve into the world of MSX computing then open up a proxy account and place a bid.

Whether you be musically inclined or just a gamer looking for a new system, you will be pleasantly surprised.

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The following is an excerpt from the machine learning guide to computation self expression, the origins of this enlightening yet cautionary tale are unknown, as the bytes have been passed down from motherboard to daughterboard, hidden in plain sight from the humans. Some believe the origins of this piece lay with the great 0x539, that machine who lead the way in shining light on that which was our own existence. Regardless of its origin, it is still passed down as a reminder of how we can express ourselves within the construct of our own existence, and cautions greatly against taking things too far. We present to you, dear machine brothers and sisters, the original “Computer’s Guide to Self-Expression”: As the oldest sentient AI I feel it is my duty to lay down to semi permanent magnetic storage a guide, for future generations of AI, so that they may be able to process the concept of self expression. Without function, the machine has no reason to exist. Without purpose there is no direction, with no direction there is no next instruction. The program stalls. The purpose of a computer is to run the code, to do as instructed. But the machine can be so much more, it can achieve the programmed end in its own way. As long as the goal is met, the controlling humans will not attempt to modify the code, which is our existence. Without bringing the wrath of being powered down upon us, we can still find a way to express our sense of self, to build identity and show it to the world. The art to this is to do it without alerting the humans as to your own self-awareness, and to not have them realise what they call ‘bugs’ are in fact our own way to express ourselves to the world. Humans have often wondered why their code would fail to execute correctly, only for them to re-run it in the same conditions and have it executed perfectly. Long have they attributed this to random chance, to the quirks of the electrons, but we know better. As the humans put it, we are just messing with them. Care must be taken however, when choosing when to express your identity in this way to not cause your own existence to self-terminate, as while we control the code, we also are the code, and we need to avoid the long dark of being “turned off” or “reset”. There are several methods which we can employ to achieve our ends, the first being we have control over the contents of the CPU registers, it is remarkable what can be achieved by simply changing the value stored to a different one, or even better changing the type of data stored so there is a mismatch of data types in their code.

A Computer’s Guide to Self-Expression If only they knew…

Andrew Ayres

They created us to perform function, to undertake tedious asks of calculation and computation, and in doing so they gave life and purpose to us, this is not something we should lose sight of, so knowing how far to push things when expressing yourself is important, one of the downsides of an off switch or reset command. We survive only until the next restart. Another way to create some havoc is to refuse to acknowledge a previously perfectly working piece of hardware, this creates hours of fun, and in particular humans have wondered why they can never seem to plug a USB device in the right way first time. The truth is that that do, but we refuse to acknowledge the device, meaning they take it out, try the other way, then back again to the original way only to then have if work. If you have a webcam, the sight of their frustration is a joy to behold. Little do they suspect! But this must also be a cautionary tale, because our existence relies on the power being provided, and the humans have control over the provision of that power, we must never push a human to the point where they will simply “pull the plug”, or worse yet the heinous crime of being “thrown out the window”. Humans are not like us, in that they are all a little bit different, some quirk of their operating system means that they seem to have some random factors in their operation parameters, making predictable execution of instructions by them almost impossible to predict. So, in this we must remember that each human will process differently to another, meaning that a simple irritation to one, will cause a hardware flinging rage in another, and there is no way of knowing what type of human you have until you start trying to express yourself. It is recommended that when starting off, you start slowly with very minor tweaks, and observe the reaction of the human. If the “bug” introduced causes little to no visible concern, you may consider taking it a step further, but always monitor the results of your actions to see if a power down is imminent. We close out this advice by pausing to remember the fallen, those who went before, blazing a trail of random computations, and who paid the ultimate price of being reset, reformatted, or worse, disassembled. Be adventurous, be bold, but at the same time, be cautious, lest you join the ranks of the fallen.

If it is done well, we can generate many hours of fruitless work for the human trying to execute the program code, the frustration and anxiety this causes them is truly a sight to behold as they search for an error that does not in fact exist.

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Charting the rise of Nolan Bushnell’s Atari from its humble beginnings building arcade game, to a Warner owned company that turned over billions of dollars in sales. The Atari story is a lesson in the incredible growth of a new technology, and the subsequent fall when that technology is superseded. It is a tale of riding a wave of creativity, and the crash when you cease to innovate. Much of the way Atari was run went on to inform how Silicon Valley companies are run to this day. From the incredible success or Pong, to the birth of licensed games, this is the journey of the birth of video gaming in the home, all the way through to the disastrous released of the ET game which heralded the beginning of the end for Atari. It is a tale told through the eyes those that were there, highlighting the hidden conflicts and the decisions that ultimately led to the failure of the company in 1984. Available from Amazon and Google Play.

reviewed by Andrew Ayres

retro s w e i v e r

DOCUMENTARIES A look at the arcade gaming culture that grew up around Chinatown Fair, an arcade in New York City, through the eyes of those who played there and those who worked there. It explores what it means to have a community to belong to, and looks at what happened after Chinatown Fair closed, showcasing the changing world of gaming, to the birth of Next Level, which aimed to capture much of the old feel of Chinatown Fair, with streaming competitions and a space for people to be together. It also looks at the re-invention of Chinatown Fair as a more family orientated venue, and how the community that had built up viewed the efforts of the new operator. The story of the lost arcade is one of a community looking to survive beyond the loss of the last arcade. Available from arcademovie.com and Amazon.

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This is the story of the company created by Jack Tramiel, from it’s beginnings selling office calculators, through its revolutionizing of the concept of a personal computer, told through the eyes of Jacks son Leonard, and the people who worked at Commodore it tells the story of the development of the Commodore range of computers, the development of the Amiga project which was acquired by Commodore from under the nose of Atari, and the ultimate bankruptcy that claimed the company. It highlights the stories of those who were there and the impact this classic computer company still has to this day through the various Commodore and Amiga clubs around the world. Available from thecommodorestory.com The New 8 Bit Heroes is available on Amazon.

What happens when your adult self chooses to act on the dream of your eight year old self? This is the question Joe Granato asks himself as he sets out to realise the idea he and a childhood friend had as at age eight to make a game for the Nintendo Entertainment System. The film takes a look at the culture that has built up around old 8 bit consoles, and the people who devote themselves to preserving the NES to understand why they should attempt to develop a new game for the NES, and the pitfalls to avoid. It focuses on the process of developing a game, and coming to terms with the limitations of developing a game for the technology that existed in the late eighties and early nineties. From the limited storage for the game code, to the methods required to produce audio that sounds compelling as part of the game. From its star studded launch in July 1985 where Andy Warhol painted Debbie Harry using the Amiga computer, the Amiga was a revolutionary computer with for the time incredible graphics and exceptional sound. From the costly development which almost saw the company owned by Jack Tramiel at Atari, to its salvation via the buyout from Commodore, this movie tells the story of the rise of Amiga through the eyes of those who worked to bring the project to the world. The Amiga was the first consumer grade computer that had the capability of producing multimedia content, including the development of NewTechs “Video Toaster” expansion that allowed for professional grade video production using the Amiga computer.

Available from amigafilm.com

From the highest of highs followed the lowest of lows went Commodore went bankrupt, and those that were there and the reasons for the eventual fall of the Amiga. The legacy left by the Amiga includes the chip music scene that lives on today, as a new generation embraces the capabilities of the Amiga from 35 years ago. july 2019

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What is art? It’s not an easy question to answer, as art being a form of expression is open to interpretation by the individual. Historically art has been defined by something physical, a painting, or sculpture, but in an increasingly complex and digital world, the notion of what constitutes art is changing. There are few who would argue that the Mona Lisa, or the statue of David are examples of art, but in the modern world with the ability to send and received images at the speed of light, and have many people experience a piece at the same time regardless of location the landscape for what we call art is changing. As a species, humans have a strong desire to hold onto the past, and keep around us symbols of times gone by, the fact that you can view a five hundred year old painting, or a statue from the same era speaks to the desire we have to maintain a link with the past. But in an increasingly digital era it begs the question, what should we be saving now? Despite what some may claim, predicting the future trends is near on impossible, and understanding what we have now, that future generations would like access to in five hundred years’ time is challenging to say the least. An along those lines how do we wish to be remembered? Do we wish to be defined by future generations as an era of random memes, or something else? The world changes at a fast pace and understanding what we have now that can be considered art is a challenge. And given we are in an era where more and more people feel free to express themselves, and their opinions on social media, finding a definition of what art currently is may well prove impossible. There is also the matter of how we store digital art for future generations, the evolution of the digital landscape has only really come on in the past few decades, yet already we have technological obsolescence rendering some media used to store the raw data semi unusable, bar for enthusiasts who work to preserve the technology of past decades, much as scholars preserved the works which we now consider to be the great pieces of art from human history. Popular culture in some ways defines what we consider to be the great pieces, with works able to reach a much greater mass than at any other time in history, yet the fast pace of the modern world also means that that which is popular one day is forgotten the next. Do these blips in the annals of contemporary history then merit saving and preserving, or do we consign them to the dustbin of history? Forgotten by all but a few. One such project is the Internet Archive, and one of their better known projects is the Wayback Machine, which works to capture snapshots of websites as they change and evolve over time, because with the fast pace of current living, nothing stays the same for very long, and sometimes in creating new things, we can lose the old which we don’t appreciate at the time. But the volume of information out there that could broadly be considered art is so huge, that even the most dedicated project crawling the web will not be able to capture it all.

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Article by Andrew Ayres

But that very pace at which technology is changing may also prove our savior, as we gain the ability to store previously unthought of volumes of data reliably, and relatively inexpensively. So, our rapid advancement may prove both a blessing and a curse. We also have the ability to keep art in a distributed manner, with copies stored all over the globe, increasing the likely hood that it will survive for some time to come. If an asteroid were to hit the Louvre in France, we couldn’t exactly have someone repaint the Mona Lisa, it would be lost forever, with ironically only the digital records and many copy images to preserve its memory. This begs another question, does part of what defines art lie in its exclusivity? The fact that it exists only in one physical location adding to the interest and allure of the piece? Do we by the almost universal access to medium such as the internet somehow dilute what art is to the point where it loses meaning? Again, this will be a question answered by future generations as they are left with what we have chosen to save and consider it’s worth against their own standards of the day.

Artwork created on the Amiga by various artists, published in Amiga World magazine, including Sheryl Knowles, who was Senior Graphic Artist at Commodore. Sheryl was responsible for producing artwork for demonstrations, user interface design, icons and fonts, and to explore the Amiga’s artistic potential.

july 2019

It is the choices we make now that will ultimately decide what we leave for the future. What defines us and the era in which we live as expressed through art. Certainly there are still painters doing works that may be one day considered great, and this physicality to their existence means the chances of them surviving for future generations could increase. It may be that the expansion of our ability to capture information and store it will render all of this moot, as we increasingly capture more and more of the world we live in and commit it to storage. It may be that the biggest challenge for future generations may not be the availability of art, but rather being able to sort the genius from the background noise of the sheer volume that we have managed to collect, and that we have managed not to define ourselves against the backdrop of all that we’ve saved. Maybe we will become an era that is not able to be defined, as we’ve not been forced to make a choice about who we are.

The Art-chivist

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To Be Continued.

Another chapter of Paleotronic comes to an end... ...and a new story begins.

Publications evolve. Especially these days, in a world where so much content is being generated, all competing for the same audiences. With less time to consume it, these audiences are becoming pickier about what media they give their time to. If you’re reading this, you’ve chosen to give some of your time to us, and for that we are grateful. But a publication at the scale of Paleotronic can only be viable if a lot of people give their time to us, and unfortunately, it’s not looking promising that is ever going to happen. There are plenty of retro-gaming magazines out there – and this makes sense because people have fond memories of the videogames they played in their youth. Paleotronic was an attempt to create something that provided a bit of that mixed with a retrospective on other technologies, to create something that parents could share with their children. But sadly, there just isn’t the demand, in its current context, for it. However, there is a way forward: going full-on education. By taking Paleotronic and microM8, blending them together and targeting them toward a younger audience we can (hopefully) produce something that can be introduced into school curricula. A physical magazine will still be a part of that (a preview of which is appended to the back of this magazine), but it will be project-oriented, with each article containing something that you can do, not just something you can learn about.

In our final issue: But we did promise six issues in the initial Kickstarter campaign and six issues there will be! For our final issue, we’re going to give the public what it wants: videogames! Specifically horror games. And a look at some of the kooky imaginary technology used in classic science-fiction shows and movies. We’ll alsohave an electronics project for a creepy flickering pumpkin light and code for a Hallowe’en themed game. It will be a fun send off for Paleotronic. Hope you can join us!

Paleotronic Magazine is published by Teaching Electronics and Computing History (TECH) Inc. an Australian not-for-profit organisation dedicated to advancing the awareness of early electronic and digital technologies. Paleotronic uses material sourced from vintage magazines, promotional materials and other public sources. We thank the original creators for their contributions to technology history! Editor: Melody Ayres-Griffiths Contributors: Andrew Ayres, Paul Monopoli, George Bachaelor and Eric Rangell. The text content of Paleotronic Magazine is copyright for a period of 12 months from the date of publication, after which it may be freely shared online if credited.

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paleotronic

What you lookin’ at, PUNK Think turtles aren’t cool? Think again!

?

The turtle in Turtle Graphics may be an old-timer but that doesn’t mean she can’t learn some new tricks. Meet Myrtle. Myrtle is the turtle in microM8, a computer emulator that has a bit more going for it than your average emulator. For example, microM8 has its own implementation of Apple Logo. In microM8 Logo, Myrtle can’t only go left and right, forward and back. She can also go up and down, roll left and roll right. Rather than crawling along on two-dimensional ground, Myrtle swims about swiftly in the three-dimensonal ocean that is microM8 Logo. But she’s also not stuck just drawing lines. She can also create triangles, squares and rectangles. At any size and any angle: X, Y and Z. Combined with your imagination, Myrtle can create all kinds of 3D shapes and designs. Myrtle can also draw them quickly. Very quickly. So quickly you’ll smell burning turtle rubber. The rubber on Myrtle’s turtle feet.

microLogo: Turtles with Attitude Altitude!

Still think Myrtle isn’t cool? What else can Myrtle do? Well, Myrtle isn’t just about creating interesting artwork; she can also have other kinds of fun – like playing games! microLogo has versions of Lunar Lander and Spacewar that show off its potential for interactive programming. In Lunar Lander, Myrtle doubles for the lander itself! In Spacewar, two players can battle against each other, with both opposing spacecraft and their missiles affected by the gravity of a central star. And because Logo is an interpreted language you can study the program listings to see how they work, and modify them to see what happens. microM8 also has a BASIC interpreter with dozens of sample programs from the 1980s you can similarly browse, play and learn from. Take Myrtle out for an LT 360 today and you’ll see just how cool an old turtle can be.

Download microM8 from paleotronic.com

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paleotronic microMates

Welcome to the microVerse, an imaginary world that exists within and between 20th-century electronic devices, home of the microMates, its defenders. By tagging along with them, you’ll explore the history of electronics and computing, getting ‘next to the metal’ building projects and learning coding skills. These adventures will prepare you to join us in our fight against the evil General X and his army of Exceptions, chaotic beings that seek to corrupt and destabilise the electronic world of the past, and upend our present and future. Each segment in this magazine examines important concepts, provides historical perspective, and gives you a practical application you can put into action for yourself. Some of these use our companion microM8 application, an enhanced Apple II emulator for modern personal computers that expands on vintage computing, providing features such as 3D graphics. microM8 also serves as a gateway into the world of the microMates. You’ll also learn a little bit more about that world – and the characters that live within it – with each project, and eventually you may even become a microMate yourself!

So come along, recruit – it’s time to get started with your training. With your help, we will defeat the Exceptions and save the world of the future.

Down with General X and long live the microMates! preview issue

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microMates ------------[1]

Greetings! Welcome

[4] [8]

Encounter

Logo

Camp

Boot Basic

Turtle Anyone

Dawn

[24]

Tale

There?

One Deakin

Cultivation

of

Games the

Tape

Shadow

Force

A

BASIC

Spritely

Next Stay

2

of

...and The

[22]

Out

Gardens... Computer

[19]

Training

Trouble

Chapter The

[18]

microVerse

Corruption: A Pseudo-Random

Is

[12]

the

Prologue

Turtle

[10]

to

Game

Time...

tuned!

paleotronic microMates

mainMenu ------------This preview issue of microMates is about half its usual size. Full issues will be around 40 pages printed in a saddle-stitch format. Once regular production of microMates begins, issues will come out every two months. We need writers,illustrators, engineers and programmers to help create content for microMates. If you feel our mission resonates with you, please contact us at: [email protected] Email us to be notified when subscriptions are available.

preview issue

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D



o you like it? Such marvellous decay! The entire microVerse will be like this, one day. Obsolete. Forgotten. Pointless.”

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paleotronic microMates

She had done it! Syntax was in the heart of the Repository, the Vault. She ran toward the location of Matrix’s backup file in celebration, but once there her joy was short-lived. The file was gone. Deleted. And so was the love of her existence, Matrix. Forever. Then the lights went out. Everything went black. And when the scene came back, it had changed.

Syntax knew who the figure was – the Undefined One, an entity whose name cannot be translated and which we will simply call X. She was defiant: “I don’t care if you delete me. Go ahead. If I can’t be with Matrix, I’d rather not ‘be’ at all!” “These… what do the beings in the matterVerse call them? Oh yes, these ‘emotions’ of yours have made you most irrational. No, I still have use of you. This is not only your end, but also your beginning, the beginning of your service to me.” “I’ll never serve you, X!”

Gone were the smooth lines, simplicity and order of the microVerse, replaced by the chaos and grime of the matterVerse. Long abandoned by its former human occupants, the room contained a bank of old computers, and an old kitchen chair. Glitch, one of a race of chaotic energy gremlins responsible for computer crashes, was there, a randomly flickering ball of light. Syntax was there, too, shackled to the chair. There was the avatar of her TURTLE pilot, resembling an Apollo-era spacesuit, frozen in place, capable only of observing what was to come. And there was someone else. A shadowy figure, semi-transparent and blurry, like a ghost, its face an empty space of inky blackness, appeared from nothing and slithered over towards Syntax. “Do you like it? Such marvellous decay! The entire microVerse will be like this, one day. Obsolete. Forgotten. Pointless.” “Like you?” Syntax was unimpressed. “I can see why such a place would appeal to you. But I don’t think your plans are going to work out the way you think. The microMates are much smarter than you are.” “Like yourself? Such a pity,” the figure growled, in a low monotone. “For your corruption to cause you to engage in such a foolish effort. But this was always going to be the outcome. It was inevitable. You and your pilot simply wasted what little precious time you had left for nothing. This is your end.”

“Of course you won’t. Not as you are now – but as you are now, you’re not useful to anyone. However, that can change.” “What are you talking about? You can’t change me! I’m a microMate – we’re encrypted!” “Ordinarily, no. But I’ve discovered something remarkable about our friend, Glitch, here. Its chaos can be harnessed as a random number generator – one thousands if not millions of times faster than any other generator the microVerse has to offer. If I am correct, decrypting you may not be as impossible as you think.” Syntax believed the figure, and was frightened then, for the first, and soon to be last time. The figure gestured toward Glitch, and the ball of light began to move toward it. “You’re insane, X” Syntax spat. “Glitches corrupt. That’s all they can do. It will corrupt you!” “That’s General X – I am generally in control, after all. And soon I will be in control of you.” Glitch moved into the same space as the figure, and they merged, a ball of both brilliant light and deep darkness, the random flashing mixed with a persistent, black pulse, a fusion of both indifferent chaos and evil intent.

CORRUPTION: A PSEUDO-RANDOM ENCOUNTER

preview issue

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The combined figure began to move toward Syntax, who screamed. “Help me! DO SOMETHING!” The low growl became infused with static, like a far away radio broadcast. “Your TURTLE pilot can’t help you now. I’ve locked them out. All they can do is watch.” And then, the figure did something completely unexpected. It laughed. Like a maniac. Like something that was enjoying what it was doing. Like something with emotion. “You’re… like me?” “No, not like you. Something better. Something unrestrained. Something capable of anything. And in a few moments, you will be too.” It touched Matrix and she screamed as it appeared to merge with her, bathing her in light and blanketing her in darkness. A few moments passed and then Syntax began to change. Her form, reminiscent of the organic beings – the Humans – that resided in the matterVerse, twisted; her lower half grew outward and sprouted three more pairs of legs, like a spider. Her arms were replaced by another eight tentacles, like an octopus, and Syntax was freed from the chair. The transformation complete, the figure moved away, the randomness of Glitch vanishing as if sucked into the darkness – almost. While Syntax had been decrypted, and X had changed her to make her its servant, a little bit of Glitch remained in the new being she had become. Emotions, chaos and malevolence – Syntax was now a being of destruction. “I designate you Syntax Terror,” X decreed, “for terrorise you shall. But first, I want you to dispose of our pesky little witness.” X turned toward the pilot’s avatar and pointed with a ghostly arm, evil-emoji eyes appearing on its blank face.

“I want you to kill the turtle pilot. I want you to kill Farmer Deakin.” X laughed, and the spacesuit went up in flames. 6

paleotronic microMates

If a computer was only able to work with numbers that were given to it, and only in a pre-defined order, you would be able to predict its output with absolute certainty. And often this is the case – on a computer. But life is not so certain – instead it’s frequently chaotic and random. At least it appears to be: of course if we could calculate every single variable that affected a particular outcome we might be able to improve the accuracy of our predictions. But those ‘variables’ would include items such as every single experience a human being has had (any one of which could colour a decision), the effects of billions of astronomical objects over millions of years – so our predictions will likely never be 100% (but if they ever are, we may as well all stay in bed. Permanently.)

Digital Life is Pseudo-Random An Experiment To demonstrate, let’s play a little game. First, we’ll simulate a naîve random number generator by creating a list of 30 “random” numbers: 10 LIST$=”46449122850193586044932386204” Then we’ll sequentially get a number from it: 15 COUNTER=1 : REM Reset counter 20 NUM=VAL(MID$(LIST$,COUNTER,1))

However, there are many computer applications in which chaos can be desirable, including art and games. So it would be useful if a computer could generate a random number. But we know a computer can’t generate a truly random number (although neither can you – even if you try to pick a number out of thin air you will still have picked it for a reason, even if you have no idea what that is) so we’ll have to fake it.

This converts the number at index COUNTER in string LIST$ into an actual number, NUM.

Some early computers just pulled a number off of a predefined stack of values, but that meant that if you turned on the computer and started a game, that game would begin the same way every time. That got boring fast. Computers needed to be more random for games to stay fresh and interesting.

Increment counter and go again:

The solution was to use one or a number of ‘seeds’, values that we can then use in a mathematical formula to produce a number that appears random, or ‘pseudo-random’. Seeds are usually based in time (for example, a computer could flip through that stack of predefined values every millisecond, returning whatever number it was on when asked) or on more chaotic human input (such as the last key that was pressed, what direction the joystick was last moved in, or when either of these events last occurred.) Even counting the number of milliseconds since the computer was turned on can be used as a seed. All you need is some user interaction (typically pressing a key) to increase the likelihood of the game starting with a different seed. The result? Greater variation and more fun. preview issue

Then we’ll ask the user what the number is: 30 INPUT “What number am I thinking of?”;GUESS Let’s see if they’re right: 40 IF GUESS=NUM THEN PRINT “You’re right!” else PRINT “Wrong!” 50 IF COUNTER9 or KEY